diff --git a/.idea/.idea.LMV_unity/.idea/encodings.xml b/.idea/.idea.LMV_unity/.idea/encodings.xml
index df87cf9..3cf2ce8 100644
--- a/.idea/.idea.LMV_unity/.idea/encodings.xml
+++ b/.idea/.idea.LMV_unity/.idea/encodings.xml
@@ -1,4 +1,6 @@
-
+
+
+
\ No newline at end of file
diff --git a/Assets/AddTouchGesturesHandler.cs b/Assets/AddTouchGesturesHandler.cs
index b900363..b36e83c 100644
--- a/Assets/AddTouchGesturesHandler.cs
+++ b/Assets/AddTouchGesturesHandler.cs
@@ -9,7 +9,7 @@ using UnityEngine;
public class AddTouchGesturesHandler : MonoBehaviour
{
[SerializeField]
- private MapUI mapUI;
+ private MapUIView mapUIView;
public GameObject mapUIGO;
[SerializeField]
@@ -94,7 +94,7 @@ public class AddTouchGesturesHandler : MonoBehaviour
{
Vector3 worldPoint = camera.ScreenToWorldPoint((Vector2)recognizer.touchLocation());
ulong regionCoords = Coverters.getRegionFromWorldPoint(worldPoint);
- mapUI.getPresenter().OnMapClick(regionCoords);
+ mapUIView.getPresenter().OnMapClick(regionCoords);
//Debug.Log("tap recognizer fired: " + r);
};
TouchKit.addGestureRecognizer(recognizer);
diff --git a/Assets/CamerasManager.cs b/Assets/CamerasManager.cs
new file mode 100644
index 0000000..a2cc586
--- /dev/null
+++ b/Assets/CamerasManager.cs
@@ -0,0 +1,73 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using Gameframe.GUI.Utility;
+using JetBrains.Annotations;
+using UnityEngine;
+
+public class CamerasManager : MonoBehaviour
+{
+ #region Monobehavior Singleton stuff
+
+ private static CamerasManager _instance;
+
+ public static CamerasManager Instance
+ {
+ get
+ {
+ if (_instance == null)
+ {
+ Debug.LogError("you forget to attach the singleton CamerasManager script.");
+ }
+
+ return _instance;
+ }
+ }
+
+ void Awake()
+ {
+ _instance = this;
+ DontDestroyOnLoad(this.gameObject);
+ }
+
+ #endregion
+
+ private Dictionary cameras = new Dictionary();
+ public Camera currentCam;
+
+ private void Start()
+ {
+ //get all cameras.
+ foreach(Transform child in transform)
+ {
+ RegisterCamera(child.gameObject);
+ }
+ }
+
+ private void RegisterCamera(GameObject childGameObject)
+ {
+ Camera cam = childGameObject.GetComponent();
+ if (cam)
+ {
+ cameras.Add(childGameObject.name, cam);
+ }
+ }
+
+ //warn: silent failure
+ // return null if camera not found.
+ [CanBeNull]
+ public Camera ActivateCamera(string name)
+ {
+ Camera cam = cameras[name];
+ if (cam)
+ {
+ //1 deactive current
+ currentCam.gameObject.SetActive(false);
+ //2 active current
+ currentCam = cam;
+ cam.gameObject.SetActive(true);
+ }
+
+ return cam;
+ }
+}
diff --git a/Assets/CamerasManager.cs.meta b/Assets/CamerasManager.cs.meta
new file mode 100644
index 0000000..9d7949f
--- /dev/null
+++ b/Assets/CamerasManager.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/FetchMapTile.cs b/Assets/FetchMapTile.cs
new file mode 100644
index 0000000..bc75162
--- /dev/null
+++ b/Assets/FetchMapTile.cs
@@ -0,0 +1,40 @@
+using System.Collections;
+using System.Collections.Generic;
+using OpenMetaverse;
+using Raindrop.Map.Model;
+using Raindrop.ServiceLocator;
+using UnityEngine;
+
+public class FetchMapTile : MonoBehaviour
+{
+ public int Grid_X = 1000;
+ public int Grid_Y = 1000;
+ private bool modified = true;
+
+ public TexturePlane image;
+
+ // Update is called once per frame
+ void Start()
+ {
+ SyncMapTile_blocking(image, Grid_X, Grid_Y);
+ modified = false;
+ }
+
+ //blocks until tex is successfully printed.
+ private void SyncMapTile_blocking(TexturePlane texturePlane, int gridX, int gridY)
+ {
+ MapFetcher mf = new MapFetcher();
+
+ MapTile mt = mf.GetRegionTileExternal(Utils.UIntsToLong(1000,1000), 1);
+ while (mt.isReady == false)
+ {
+ continue;
+ }
+
+ lock (mt.getTex())
+ {
+ texturePlane.ApplyTexture(mt.getTex());
+ }
+
+ }
+}
diff --git a/Assets/FetchMapTile.cs.meta b/Assets/FetchMapTile.cs.meta
new file mode 100644
index 0000000..f785909
--- /dev/null
+++ b/Assets/FetchMapTile.cs.meta
@@ -0,0 +1,11 @@
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new file mode 100644
index 0000000..199eb08
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+++ b/Assets/InitTestScene637778662700475246.unity
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diff --git a/Assets/InitTestScene637778662700475246.unity.meta b/Assets/InitTestScene637778662700475246.unity.meta
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diff --git a/Assets/MapTileView.cs b/Assets/MapTileView.cs
new file mode 100644
index 0000000..f8d49c2
--- /dev/null
+++ b/Assets/MapTileView.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MapTileView : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/MapTileView.cs.meta b/Assets/MapTileView.cs.meta
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new file mode 100644
index 0000000..762220e
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML
@@ -0,0 +1,2963 @@
+
+
+
+ DOTween
+
+
+
+
+ Types of autoPlay behaviours
+
+
+
+ No tween is automatically played
+
+
+ Only Sequences are automatically played
+
+
+ Only Tweeners are automatically played
+
+
+ All tweens are automatically played
+
+
+
+ What axis to constrain in case of Vector tweens
+
+
+
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+
+ Used in place of System.Func, which is not available in mscorlib.
+
+
+
+
+ Used in place of System.Action.
+
+
+
+
+ Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)
+
+
+
+
+ Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).
+ Contains all instance-based methods
+
+
+
+ Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
+
+
+ Current time (in frames or seconds).
+
+
+ Expected easing duration (in frames or seconds).
+
+ Unused: here to keep same delegate for all ease types.
+ Unused: here to keep same delegate for all ease types.
+
+ The eased value.
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
+
+
+
+
+ Used to interpret AnimationCurves as eases.
+ Public so it can be used by external ease factories
+
+
+
+
+ Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode
+
+
+
+ If the Sequence contains other elements, kill the failed tween but preserve the rest
+
+
+ Kill the whole Sequence
+
+
+
+ Log types thrown by errors captured and prevented by safe mode
+
+
+
+ No logs. NOT RECOMMENDED
+
+
+ Throw a normal log
+
+
+ Throw a warning log (default)
+
+
+ Throw an error log
+
+
+
+ Additional notices passed to plugins when updating.
+ Public so it can be used by custom plugins. Internally, only PathPlugin uses it
+
+
+
+
+ None
+
+
+
+
+ Lets the plugin know that we restarted or rewinded
+
+
+
+
+ OnRewind callback behaviour (can only be set via DOTween's Utility Panel)
+
+
+
+
+ When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded
+
+
+
+
+ When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.
+ When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded
+
+
+
+
+ When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded
+
+
+
+
+ Public only so custom shortcuts can access some of these methods
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to set special startup mode
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to set the tween as blendable
+
+
+
+
+ INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed
+
+
+
+
+ Used to dispatch commands that need to be captured externally, usually by Modules
+
+
+
+
+ Returns a Vector3 with z = 0
+
+
+
+
+ Returns the 2D angle between two vectors
+
+
+
+
+ Returns a point on a circle with the given center and radius,
+ using Unity's circle coordinates (0° points up and increases clockwise)
+
+
+
+
+ Uses approximate equality on each axis instead of Unity's Vector3 equality,
+ because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.
+
+
+
+
+ Looks for the type within all possible project assembly names
+
+
+
+ NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Struct that stores two colors (used for LineRenderer tweens)
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for tween callbacks
+
+
+
+
+ Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.
+
+
+
+
+ Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.
+ Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).
+ To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter
+ (do not use any of the other public PureQuaternionPlugin methods):
+ DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+
+
+
+
+ Plug this plugin inside a DOTween.To call.
+ Example:
+ DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);
+
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+ INTERNAL: do not use
+
+
+
+ Extra non-tweening-related curve methods
+
+
+
+
+ Cubic bezier curve methods
+
+
+
+
+ Calculates a point along the given Cubic Bezier segment-curve.
+
+ Segment start point
+ Start point's control point/handle
+ Segment end point
+ End point's control point/handle
+ 0-1 percentage along which to retrieve point
+
+
+
+ Returns an array containing a series of points along the given Cubic Bezier segment-curve.
+
+ Start point
+ Start point's control point/handle
+ End point
+ End point's control point/handle
+ Cloud resolution (min: 2)
+
+
+
+ Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.
+
+ Start point
+ Start point's control point/handle
+ End point
+ End point's control point/handle
+ Cloud resolution (min: 2)
+
+
+
+ Main DOTween class. Contains static methods to create and control tweens in a generic way
+
+
+
+ DOTween's version
+
+
+ If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ Default: TRUE
+
+
+ Log type when safe mode reports capturing an error and preventing it
+
+
+ Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).
+ Default: NestedTweenFailureBehaviour.TryToPreserveSequence
+
+
+ If TRUE you will get a DOTween report when exiting play mode (only in the Editor).
+ Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.
+ Beware, this will slightly slow down your tweens while inside Unity Editor.
+ Default: FALSE
+
+
+ Global DOTween timeScale.
+ Default: 1
+
+
+ If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens
+ (unless they're set as timeScaleIndependent, in which case a value between the last timestep
+ and will be used instead).
+ Setting this to TRUE will lead to smoother animations.
+ Default: FALSE
+
+
+ If is TRUE, this indicates the max timeStep that an independent update call can last.
+ Setting this to TRUE will lead to smoother animations.
+ Default: FALSE
+
+
+ DOTween's log behaviour.
+ Default: LogBehaviour.ErrorsOnly
+
+
+ Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.
+ Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.
+ This method must return a bool and accept two parameters:
+ - LogType: the type of Unity log that DOTween is trying to log
+ - object: the log message that DOTween wants to log
+
+
+ If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).
+ Deactivate this if you want to avoid gizmos overhead while in Unity Editor
+
+
+ If TRUE activates various debug options
+
+
+ Stores the target id so it can be used to give more info in case of safeMode error capturing.
+ Only active if both debugMode and useSafeMode are TRUE
+
+
+ Default updateType for new tweens.
+ Default: UpdateType.Normal
+
+
+ Sets whether Unity's timeScale should be taken into account by default or not.
+ Default: false
+
+
+ Default autoPlay behaviour for new tweens.
+ Default: AutoPlay.All
+
+
+ Default autoKillOnComplete behaviour for new tweens.
+ Default: TRUE
+
+
+ Default loopType applied to all new tweens.
+ Default: LoopType.Restart
+
+
+ If TRUE all newly created tweens are set as recyclable, otherwise not.
+ Default: FALSE
+
+
+ Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).
+ Default: Ease.InOutQuad
+
+
+ Default overshoot/amplitude used for eases
+ Default: 1.70158f
+
+
+ Default period used for eases
+ Default: 0
+
+
+ Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance
+
+
+
+ Must be called once, before the first ever DOTween call/reference,
+ otherwise it will be called automatically and will use default options.
+ Calling it a second time won't have any effect.
+ You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:
+ DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);
+
+ If TRUE all new tweens will be set for recycling, meaning that when killed,
+ instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid
+ GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active
+ even if they were killed (since they might have been respawned and are now being used for other tweens).
+ If you want to automatically set your tween references to NULL when a tween is killed
+ you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+ You can change this setting at any time by changing the static property,
+ or you can set the recycling behaviour for each tween separately, using:
+ SetRecyclable(bool recyclable)
+ Default: FALSE
+ If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things
+ (like targets becoming null while a tween is playing).
+ You can change this setting at any time by changing the static property.
+ Default: FALSE
+ Type of logging to use.
+ You can change this setting at any time by changing the static property.
+ Default: ErrorsOnly
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.
+
+ If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else
+ (so that next time you use it it will need to be re-initialized)
+
+
+
+ Clears all cached tween pools.
+
+
+
+
+ Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)
+ and returns the total number of invalid tweens found and removed.
+ IMPORTANT: this will cause an error on UWP platform, so don't use it there
+ BEWARE: this is a slightly expensive operation so use it with care
+
+
+
+
+ Updates all tweens that are set to .
+
+ Manual deltaTime
+ Unscaled delta time (used with tweens set as timeScaleIndependent)
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a property or field to the given value using a custom plugin
+ The plugin to use. Each custom plugin implements a static Get() method
+ you'll need to call to assign the correct plugin in the correct way, like this:
+ CustomPlugin.Get()
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens only one axis of a Vector3 to the given value using default plugins.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+ The axis to tween
+
+
+ Tweens only the alpha of a Color to the given value using default plugins
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end value to reachThe tween's duration
+
+
+ Tweens a virtual property from the given start to the given end value
+ and implements a setter that allows to use that value with an external method or a lambda
+ Example:
+ To(MyMethod, 0, 12, 0.5f);
+ Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)
+ The action to perform with the tweened value
+ The value to start from
+ The end value to reach
+ The duration of the virtual tween
+
+
+
+ Punches a Vector3 towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The direction and strength of the punch
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the direction and the opposite decaying direction,
+ while 0 oscillates only between the starting position and the decaying direction
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE only shakes on the X Y axis (looks better with things like cameras).
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Vector3 with the given values.
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction and behave like a random punch.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Tweens a property or field to the given values using default plugins.
+ Ease is applied between each segment and not as a whole.
+ This tween type generates some GC allocations at startup
+ A getter for the field or property to tween.
+ Example usage with lambda:()=> myProperty
+ A setter for the field or property to tween
+ Example usage with lambda:x=> myProperty = x
+ The end values to reach for each segment. This array must have the same length as durations
+ The duration of each segment. This array must have the same length as endValues
+
+
+
+ Returns a new to be used for tween groups.
+ Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,
+ so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add
+ the target manually; you can do that directly by using the overload instead of this one
+
+
+
+
+ Returns a new to be used for tween groups, and allows to set a target
+ (because Sequences don't have their target set automatically like Tweener creation shortcuts).
+ That way killing/controlling tweens by target will apply to this Sequence too.
+
+ The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),
+ useless otherwise
+
+
+ Completes all tweens and returns the number of actual tweens completed
+ (meaning tweens that don't have infinite loops and were not already complete)
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Completes all tweens with the given ID or target and returns the number of actual tweens completed
+ (meaning the tweens that don't have infinite loops and were not already complete)
+ For Sequences only: if TRUE internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Flips all tweens (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),
+ then returns the number of actual tweens flipped
+
+
+ Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved
+
+
+ Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)
+ and returns the actual tweens involved
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+ Eventual IDs or targets to exclude from the killing
+
+
+ Kills all tweens with the given ID or target and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed
+ If TRUE completes the tweens before killing them
+
+
+ Pauses all tweens and returns the number of actual tweens paused
+
+
+ Pauses all tweens with the given ID or target and returns the number of actual tweens paused
+ (meaning the tweens that were actually playing and have been paused)
+
+
+ Plays all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+
+
+ Plays backwards all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays backwards all tweens with the given target and ID and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Plays forward all tweens and returns the number of actual tweens played
+ (meaning tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given ID or target and returns the number of actual tweens played
+ (meaning the tweens that were not already playing forward or complete)
+
+
+ Plays forward all tweens with the given target and ID and returns the number of actual tweens played
+ (meaning the tweens that were not already started, playing backwards or rewinded)
+
+
+ Restarts all tweens, then returns the number of actual tweens restarted
+
+
+ Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted
+ If TRUE includes the eventual tweens delays, otherwise skips them
+ If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
+
+
+ Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played
+ (meaning the tweens that were not already playing or complete)
+ If TRUE includes the eventual tweens delays, otherwise skips them
+ If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it
+
+
+ Rewinds and pauses all tweens, then returns the number of actual tweens rewinded
+ (meaning tweens that were not already rewinded)
+
+
+ Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded
+ (meaning the tweens that were not already rewinded)
+
+
+ Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded
+ (meaning tweens that were not already rewinded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded
+ (meaning the tweens that were not already rewinded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Toggles the play state of all tweens and returns the number of actual tweens toggled
+ (meaning tweens that could be played or paused, depending on the toggle state)
+
+
+ Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled
+ (meaning the tweens that could be played or paused, depending on the toggle state)
+
+
+
+ Returns TRUE if a tween with the given ID or target is active.
+ You can also use this to know if a shortcut tween is active for a given target.
+ Example:
+ transform.DOMoveX(45, 1); // transform is automatically added as the tween target
+ DOTween.IsTweening(transform); // Returns true
+
+ The target or ID to look for
+ If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,
+ otherwise also requires it to be playing
+
+
+
+ Returns the total number of active tweens.
+ A tween is considered active if it wasn't killed, regardless if it's playing or paused
+
+
+
+
+ Returns the total number of active and playing tweens.
+ A tween is considered as playing even if its delay is actually playing
+
+
+
+
+ Returns a list of all active tweens in a playing state.
+ Returns NULL if there are no active playing tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens in a paused state.
+ Returns NULL if there are no active paused tweens.
+ Beware: each time you call this method a new list is generated, so use it for debug only
+
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens with the given id.
+ Returns NULL if there are no active tweens with the given id.
+ Beware: each time you call this method a new list is generated
+
+ If TRUE returns only the tweens with the given ID that are currently playing
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+ Returns a list of all active tweens with the given target.
+ Returns NULL if there are no active tweens with the given target.
+ Beware: each time you call this method a new list is generated
+ If TRUE returns only the tweens with the given target that are currently playing
+ If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)
+
+
+
+
+ Creates virtual tweens that can be used to change other elements via their OnUpdate calls
+
+
+
+
+ Tweens a virtual float.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type float, called at each update
+
+
+
+ Tweens a virtual int.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type int, called at each update
+
+
+
+ Tweens a virtual Vector3.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type Vector3, called at each update
+
+
+
+ Tweens a virtual Color.
+ You can add regular settings to the generated tween,
+ but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter
+
+ The value to start from
+ The value to tween to
+ The duration of the tween
+ A callback which must accept a parameter of type Color, called at each update
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual overshoot to use with Back ease
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The type of ease
+ Eventual amplitude to use with Elastic easeType
+ Eventual period to use with Elastic easeType
+
+
+ Returns a value based on the given ease and lifetime percentage (0 to 1)
+ The value to start from when lifetimePercentage is 0
+ The value to reach when lifetimePercentage is 1
+ The time percentage (0 to 1) at which the value should be taken
+ The AnimationCurve to use for ease
+
+
+ Fires the given callback after the given time.
+ Callback delay
+ Callback to fire when the delay has expired
+ If TRUE (default) ignores Unity's timeScale
+
+
+
+ Don't assign this! It's assigned automatically when creating 0 duration tweens
+
+
+
+
+ Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function
+
+
+
+
+ Allows to wrap ease method in special ways, adding extra features
+
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ Ease type
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ AnimationCurve to use for the ease
+
+
+
+ Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS
+
+ FPS at which the tween should be played
+ Custom ease function to use
+
+
+
+ Used to allow method chaining with DOTween.Init
+
+
+
+
+ Directly sets the current max capacity of Tweeners and Sequences
+ (meaning how many Tweeners and Sequences can be running at the same time),
+ so that DOTween doesn't need to automatically increase them in case the max is reached
+ (which might lead to hiccups when that happens).
+ Sequences capacity must be less or equal to Tweeners capacity
+ (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).
+ Beware: use this method only when there are no tweens running.
+
+ Max Tweeners capacity.
+ Default: 200
+ Max Sequences capacity.
+ Default: 50
+
+
+
+ Behaviour that can be assigned when chaining a SetLink to a tween
+
+
+
+ Pauses the tween when the link target is disabled
+
+
+ Pauses the tween when the link target is disabled, plays it when it's enabled
+
+
+ Pauses the tween when the link target is disabled, restarts it when it's enabled
+
+
+ Plays the tween when the link target is enabled
+
+
+ Restarts the tween when the link target is enabled
+
+
+ Kills the tween when the link target is disabled
+
+
+ Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen
+
+
+ Completes the tween when the link target is disabled
+
+
+ Completes and kills the tween when the link target is disabled
+
+
+ Rewinds the tween (delay excluded) when the link target is disabled
+
+
+ Rewinds and kills the tween when the link target is disabled
+
+
+
+ Path mode (used to determine correct LookAt orientation)
+
+
+
+ Ignores the path mode (and thus LookAt behaviour)
+
+
+ Regular 3D path
+
+
+ 2D top-down path
+
+
+ 2D side-scroller path
+
+
+
+ Type of path to use with DOPath tweens
+
+
+
+ Linear, composed of straight segments between each waypoint
+
+
+ Curved path (which uses Catmull-Rom curves)
+
+
+ EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)
+
+
+
+ Tweens a Vector2 along a circle.
+ EndValue represents the center of the circle, start and end value degrees are inside options
+ ChangeValue x is changeValue°, y is unused
+
+
+
+
+ Path control point
+
+
+
+
+ Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector
+
+
+
+
+ Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)
+
+
+
+
+ Gets the point on the path at the given percentage (0 to 1)
+
+ The percentage (0 to 1) at which to get the point
+ If TRUE constant speed is taken into account, otherwise not
+
+
+
+ Base interface for all tween plugins options
+
+
+
+ Resets the plugin
+
+
+
+ This plugin generates some GC allocations at startup
+
+
+
+
+ Path plugin works exclusively with Transforms
+
+
+
+
+ Rotation mode used with DORotate methods
+
+
+
+
+ Fastest way that never rotates beyond 360°
+
+
+
+
+ Fastest way that rotates beyond 360°
+
+
+
+
+ Adds the given rotation to the transform using world axis and an advanced precision mode
+ (like when using transform.Rotate(Space.World)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Adds the given rotation to the transform's local axis
+ (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).
+ In this mode the end value is is always considered relative
+
+
+
+
+ Type of scramble to apply to string tweens
+
+
+
+
+ No scrambling of characters
+
+
+
+
+ A-Z + a-z + 0-9 characters
+
+
+
+
+ A-Z characters
+
+
+
+
+ a-z characters
+
+
+
+
+ 0-9 characters
+
+
+
+
+ Custom characters
+
+
+
+
+ Methods that extend Tween objects and allow to control or get data from them
+
+
+
+ Completes the tween
+
+
+ Completes the tween
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+ Flips the direction of this tween (backwards if it was going forward or viceversa)
+
+
+ Forces the tween to initialize its settings immediately
+
+
+ Send the tween to the given position in time
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Send the tween to the given position in time while also executing any callback between the previous time position and the new one
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+ Kills the tween
+ If TRUE completes the tween before killing it
+
+
+
+ Forces this tween to update manually, regardless of the set via SetUpdate.
+ Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.
+ Also note that if you only want to update this tween instance manually you'll have to set it to anyway,
+ so that it's not updated automatically.
+
+ Manual deltaTime
+ Unscaled delta time (used with tweens set as timeScaleIndependent)
+
+
+ Pauses the tween
+
+
+ Plays the tween
+
+
+ Sets the tween in a backwards direction and plays it
+
+
+ Sets the tween in a forward direction and plays it
+
+
+ Restarts the tween from the beginning
+ Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
+ Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it
+
+
+ Rewinds and pauses the tween
+ Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it
+
+
+ Smoothly rewinds the tween (delays excluded).
+ A "smooth rewind" animates the tween to its start position,
+ skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.
+ If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween.
+ Note that a tween that was smoothly rewinded will have its play direction flipped
+
+
+ Plays the tween if it was paused, pauses it if it was playing
+
+
+ Send a path tween to the given waypoint.
+ Has no effect if this is not a path tween.
+ BEWARE, this is a special utility method:
+ it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually
+ (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)
+ Waypoint index to reach
+ (if higher than the max waypoint index the tween will simply go to the last one)
+ If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it
+
+
+
+ Creates a yield instruction that waits until the tween is killed or complete.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForCompletion();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or rewinded.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForRewind();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForKill();
+
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForElapsedLoops(2);
+
+ Elapsed loops to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForPosition(2.5f);
+
+ Position (loops included, delays excluded) to wait for
+
+
+
+ Creates a yield instruction that waits until the tween is killed or started
+ (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ It can be used inside a coroutine as a yield.
+ Example usage:yield return myTween.WaitForStart();
+
+
+
+ Returns the total number of loops completed by this tween
+
+
+ Returns the eventual delay set for this tween
+
+
+ Returns the eventual elapsed delay set for this tween
+
+
+ Returns the duration of this tween (delays excluded).
+ NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts
+ If TRUE returns the full duration loops included,
+ otherwise the duration of a single loop cycle
+
+
+ Returns the elapsed time for this tween (delays exluded)
+ If TRUE returns the elapsed time since startup loops included,
+ otherwise the elapsed time within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded)
+ If TRUE returns the elapsed percentage since startup loops included,
+ otherwise the elapsed percentage within the current loop cycle
+
+
+ Returns the elapsed percentage (0 to 1) of this tween (delays exluded),
+ based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1
+
+
+ Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.
+ BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.
+ When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.
+ If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this:
+ .OnKill(()=> myTweenReference = null)
+
+
+ Returns TRUE if this tween was reversed and is set to go backwards
+
+
+ Returns TRUE if the tween is complete
+ (silently fails and returns FALSE if the tween has been killed)
+
+
+ Returns TRUE if this tween has been initialized
+
+
+ Returns TRUE if this tween is playing
+
+
+ Returns the total number of loops set for this tween
+ (returns -1 if the loops are infinite)
+
+
+
+ Returns a point on a path based on the given path percentage.
+ Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+ Percentage of the path (0 to 1) on which to get the point
+
+
+
+ Returns an array of points that can be used to draw the path.
+ Note that this method generates allocations, because it creates a new array.
+ Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+ How many points to create for each path segment (waypoint to waypoint).
+ Only used in case of non-Linear paths
+
+
+
+ Returns the length of a path.
+ Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.
+ A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).
+ You can force a path to be initialized by calling myTween.ForceInit().
+
+
+
+
+ Types of loop
+
+
+
+ Each loop cycle restarts from the beginning
+
+
+ The tween moves forward and backwards at alternate cycles
+
+
+ Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward".
+ In case of String tweens works only if the tween is set as relative
+
+
+
+ Controls other tweens as a group
+
+
+
+
+ Methods that extend known Unity objects and allow to directly create and control tweens from their instances
+
+
+
+ Tweens a Camera's aspect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's backgroundColor to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's farClipPlane to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's fieldOfView to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's nearClipPlane to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's orthographicSize to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's pixelRect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Camera's rect to the given value.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Camera's localPosition along its relative X Y axes with the given values.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Camera's localRotation.
+ Also stores the camera as the tween's target so it can be used for filtered operations
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Tweens a Light's color to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's intensity to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Light's shadowStrength to the given value.
+ Also stores the light as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a LineRenderer's color to the given value.
+ Also stores the LineRenderer as the tween's target so it can be used for filtered operations.
+ Note that this method requires to also insert the start colors for the tween,
+ since LineRenderers have no way to get them.
+ The start value to tween from
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's color to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's named color property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's named color 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
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Material's alpha color to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ Tweens a Material's alpha color with the given ID to the given value
+ (will have no effect unless your material supports transparency).
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's named float property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named float 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
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Material's texture offset to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The duration of the tween
+
+
+ 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
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ 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
+ The end value to reach
+ The duration of the tween
+
+
+ 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
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ Tweens a Material's named Vector property to the given value.
+ Also stores the material as the tween's target so it can be used for filtered operations
+ The end value to reach
+ The name of the material property to tween
+ The duration of the tween
+
+
+ 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
+ The end value to reach
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's startWidth/endWidth to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end startWidth to reachThe end endWidth to reach
+ The duration of the tween
+
+
+ Tweens a TrailRenderer's time to the given value.
+ Also stores the TrailRenderer as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z position to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's X localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Y localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's Z localPosition to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's rotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ 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.
+ 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)
+
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's localRotation to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+ Rotation mode
+
+
+ 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.
+ 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)
+
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ 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
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's X localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Y localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's Z localScale to the given value.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The end value to reachThe duration of the tween
+
+
+ Tweens a Transform's rotation so that it will look towards the given world position.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position,
+ while also updating the lookAt position every frame
+ (contrary to which calculates the lookAt rotation only once, when the tween starts).
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The position to look atThe duration of the tween
+ Eventual axis constraint for the rotation
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Punches a Transform's localPosition towards the given direction and then back to the starting one
+ as if it was connected to the starting position via an elastic.
+ The direction and strength of the punch (added to the Transform's current position)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ 1 creates a full oscillation between the punch direction and the opposite direction,
+ while 0 oscillates only between the punch and the start position
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Punches a Transform's localScale towards the given size and then back to the starting one
+ as if it was connected to the starting scale via an elastic.
+ The punch strength (added to the Transform's current scale)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
+ 1 creates a full oscillation between the punch scale and the opposite scale,
+ while 0 oscillates only between the punch scale and the start scale
+
+
+ Punches a Transform's localRotation towards the given size and then back to the starting one
+ as if it was connected to the starting rotation via an elastic.
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Transform's localPosition with the given values.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the tween will smoothly snap all values to integers
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Transform's localRotation.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ Shakes a Transform's localScale.
+ The duration of the tween
+ The shake strength on each axis
+ Indicates how much will the shake vibrate
+ Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ Setting it to 0 will shake along a single direction.
+ If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+
+
+ 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
+ The end value to reach
+ Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ Total number of jumps
+ The duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ 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
+ The end value to reach
+ Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ Total number of jumps
+ The duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoints to go through
+ The duration of the tween
+ The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The waypoint to go through
+ The duration of the tween
+ The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ The path mode: 3D, side-scroller 2D, top-down 2D
+ The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+
+
+ IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
+ 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
+ The path to use
+ The duration of the tween
+ The path mode: 3D, side-scroller 2D, top-down 2D
+
+
+ IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.
+ 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
+ The path to use
+ The duration of the tween
+ The path mode: 3D, side-scroller 2D, top-down 2D
+
+
+ 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
+ The end value to reachThe duration of the tween
+
+
+ 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
+ The value to tween toThe duration of the tween
+
+
+ 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
+ The value to tween toThe duration of the tween
+
+
+ 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
+ The value to tween to
+ The name of the material property to tween (like _Tint or _SpecColor)
+ The duration of the tween
+
+
+ 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
+ The value to tween to
+ The ID of the material property to tween (also called nameID in Unity's manual)
+ The duration of the tween
+
+
+ Tweens a Transform's position BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableMove tweens to work together on the same target,
+ instead than fight each other as multiple DOMove would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ Rotation mode
+
+
+ EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableRotate tweens to work together on the same target,
+ instead than fight each other as multiple DORotate would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+ Rotation mode
+
+
+ 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
+ The punch strength (added to the Transform's current rotation)
+ The duration of the tween
+ Indicates how much will the punch vibrate
+ Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.
+ 1 creates a full oscillation between the punch rotation and the opposite rotation,
+ while 0 oscillates only between the punch and the start rotation
+
+
+ Tweens a Transform's localScale BY the given value (as if you chained a SetRelative),
+ in a way that allows other DOBlendableScale tweens to work together on the same target,
+ instead than fight each other as multiple DOScale would do.
+ Also stores the transform as the tween's target so it can be used for filtered operations
+ The value to tween byThe duration of the tween
+
+
+
+ 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)
+
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+
+ 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)
+
+ For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ otherwise they will be ignored
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ Kills all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens killed.
+
+ If TRUE completes the tween before killing it
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ Sends to the given position all tweens that have this target as a reference
+ (meaning tweens that were started from this target, or that had this target added as an Id)
+ and returns the total number of tweens involved.
+
+ Time position to reach
+ (if higher than the whole tween duration the tween will simply reach its end)
+ If TRUE will play the tween after reaching the given position, otherwise it will pause it
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ 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.
+
+
+
+
+ This class serves only as a utility class to store tween settings to apply on multiple tweens.
+ It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining
+
+
+
+ A variable you can eventually Clear and reuse when needed,
+ to avoid instantiating TweenParams objects
+
+
+ Creates a new TweenParams object, which you can use to store tween settings
+ to pass to multiple tweens via myTween.SetAs(myTweenParms)
+
+
+ Clears and resets this TweenParams instance using default values,
+ so it can be reused without instantiating another one
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)
+ Eventual period to use with Elastic easeType (default is 0)
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)
+ and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update (default or independent) for the tween
+ The type of update (default: UpdateType.Normal)
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the onStart callback for the tween.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onRewind callback for the tween.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween.
+ Called when a path tween reaches a new waypoint
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+
+ Methods that extend Tween objects and allow to set their parameters
+
+
+
+ Sets the autoKill behaviour of the tween to TRUE.
+ Has no effect if the tween has already started or if it's added to a Sequence
+
+
+ Sets the autoKill behaviour of the tween.
+ Has no effect if the tween has already started or if it's added to a Sequence
+ If TRUE the tween will be automatically killed when complete
+
+
+ Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ The ID to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)
+ The string ID to assign to this tween.
+
+
+ Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods.
+ Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)
+ The int ID to assign to this tween.
+
+
+ Allows to link this tween to a GameObject
+ so that it will be automatically killed when the GameObject is destroyed.
+ Has no effect if the tween is added to a Sequence
+ The link target (unrelated to the target set via SetTarget)
+
+
+ Allows to link this tween to a GameObject and assign a behaviour depending on it.
+ This will also automatically kill the tween when the GameObject is destroyed.
+ Has no effect if the tween is added to a Sequence
+ The link target (unrelated to the target set via SetTarget)
+ The behaviour to use ( is always evaluated even if you choose another one)
+
+
+ Sets the target for the tween, which can then be used as a filter with DOTween's static methods.
+ IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.
+ When using shorcuts the shortcut target is already assigned as the tween's target,
+ so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.
+ The target to assign to this tween. Can be an int, a string, an object or anything else.
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+
+
+ Sets the looping options for the tween.
+ Has no effect if the tween has already started
+ Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)
+ Loop behaviour type (default: LoopType.Restart)
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+
+ Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).
+ In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.
+ Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
+
+
+
+ Sets the ease of the tween.
+ If applied to Sequences eases the whole sequence animation
+ Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).
+ In case of Flash ease it must be an integer and sets the total number of flashes that will happen.
+ Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.
+
+ Eventual period to use with Elastic or Flash easeType (default is 0).
+ In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.
+ 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.
+
+
+
+ Sets the ease of the tween using an AnimationCurve.
+ If applied to Sequences eases the whole sequence animation
+
+
+ Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).
+ If applied to Sequences eases the whole sequence animation
+
+
+ Allows the tween to be recycled after being killed.
+
+
+ Sets the recycling behaviour for the tween.
+ If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.
+
+
+ Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ Sets the type of update for the tween
+ The type of update (defalt: UpdateType.Normal)
+
+
+ Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale
+ The type of update
+ If TRUE the tween will ignore Unity's Time.timeScale
+
+
+ EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+ (playing it backwards will actually play it from the beginning to the end).
+ Has no effect if the tween has already started or if it's added to a Sequence
+
+
+ EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning
+ (playing it backwards will actually play it from the beginning to the end).
+ Has no effect if the tween has already started or if it's added to a Sequence
+ If TRUE the tween will be inverted, otherwise it won't
+
+
+ Sets the onStart callback for the tween, clearing any previous onStart callback that was set.
+ Called the first time the tween is set in a playing state, after any eventual delay
+
+
+ Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set.
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Sets the onPause callback for the tween, clearing any previous onPause callback that was set.
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set.
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set.
+ Called each time the tween updates
+
+
+ Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set.
+ Called the moment the tween completes one loop cycle, even when going backwards
+
+
+ Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set.
+ Called the moment the tween reaches its final forward position, loops included
+
+
+ Sets the onKill callback for the tween, clearing any previous onKill callback that was set.
+ Called the moment the tween is killed
+
+
+ Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set.
+ Called when a path tween's current waypoint changes
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.
+ Doesn't copy specific SetOptions settings: those will need to be applied manually each time.
+ Has no effect if the tween has already started.
+ NOTE: the tween's target will not be changed
+ Tween from which to copy the parameters
+
+
+ Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.
+ Has no effect if the tween has already started.
+ TweenParams from which to copy the parameters
+
+
+ Adds the given tween to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The tween to append
+
+
+ Adds the given tween to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The tween to prepend
+
+
+ Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence.
+ Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes.
+ Has no effect if the Sequence has already started
+
+
+ Inserts the given tween at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the tween will be placed
+ The tween to insert
+
+
+ Adds the given interval to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given interval to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The interval duration
+
+
+ Adds the given callback to the end of the Sequence.
+ Has no effect if the Sequence has already started
+ The callback to append
+
+
+ Adds the given callback to the beginning of the Sequence, pushing forward the other nested content.
+ Has no effect if the Sequence has already started
+ The callback to prepend
+
+
+ Inserts the given callback at the given time position in the Sequence,
+ automatically adding an interval if needed.
+ Has no effect if the Sequence has already started
+ The time position where the callback will be placed
+ The callback to insert
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+
+
+ Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue
+ then immediately sends the target to the previously set endValue.
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,
+ and the previously passed endValue as the actual startValue.
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM value will be calculated as relative to the current one
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Alpha value to start from (in case of Fade tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Changes a TO tween into a FROM tween: sets the tween's starting value to the given one
+ and eventually sets the tween's target to that value immediately.
+ Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)
+ If TRUE sets the target to from value immediately, otherwise waits for the tween to start
+ If TRUE the FROM/TO values will be calculated as relative to the current ones
+
+
+ Sets a delayed startup for the tween.
+ In case of Sequences behaves the same as ,
+ which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).
+ Has no effect if the tween has already started
+
+
+ EXPERIMENTAL: implemented in v1.2.340.
+ Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.
+ Has no effect if the tween has already started
+ Only used by types: If FALSE sets the delay as a one-time occurrence
+ (defaults to this for types),
+ otherwise as a Sequence interval which will repeat at the beginning of every loop cycle
+
+
+ Sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isRelative is TRUE sets the tween as relative
+ (the endValue will be calculated as startValue + endValue instead than being used directly).
+ Has no effect on Sequences or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ If isSpeedBased is TRUE sets the tween as speed based
+ (the duration will represent the number of units the tween moves x second).
+ Has no effect on Sequences, nested tweens, or if the tween has already started
+
+
+ Options for float tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector2 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ Selecting an axis will tween the vector only on that axis, leaving the others untouched
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Quaternion tweens
+ If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.
+ If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative
+
+
+ Options for Color tweens
+ If TRUE only the alpha value of the color will be tweened
+
+
+ Options for Vector4 tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector4 tweens
+ If TRUE, rich text will be interpreted correctly while animated,
+ otherwise all tags will be considered as normal text
+ The type of scramble to use, if any
+ A string containing the characters to use for scrambling.
+ Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ Leave it to NULL to use default ones
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Vector3Array tweens
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for ShapeCircle tweens
+ If TRUE the center you set in the DOTween.To method will be considered as relative
+ to the starting position of the target
+ If TRUE the tween will smoothly snap all values to integers
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Options for Path tweens (created via the DOPath shortcut)
+ If TRUE the path will be automatically closed
+ The eventual movement axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+ The eventual rotation axis to lock. You can input multiple axis if you separate them like this:
+ AxisConstrain.X | AxisConstraint.Y
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards the given position with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The position to look at
+ If TRUE doesn't rotate the target along the Z axis
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target towards another transform with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The transform to look at
+ If TRUE doesn't rotate the target along the Z axis
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the target to the path, with the given lookAhead.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ The eventual direction to consider as "forward".
+ If left to NULL defaults to the regular forward side of the transform
+ The vector that defines in which direction up is (default: Vector3.up)
+
+
+ Additional LookAt options for Path tweens (created via the DOPath shortcut).
+ Orients the path with options to keep the Z rotation stable.
+ Must be chained directly to the tween creation method or to a SetOptions
+ The percentage of lookAhead to use (0 to 1)
+ If TRUE doesn't rotate the target along the Z axis
+
+
+
+ Types of log behaviours
+
+
+
+ Log only warnings and errors
+
+
+ Log warnings, errors and additional infos
+
+
+ Log only errors
+
+
+
+ Indicates either a Tweener or a Sequence
+
+
+
+ TimeScale for the tween
+
+
+ If TRUE the tween will play backwards
+
+
+ If TRUE the tween is completely inverted but without playing it backwards
+ (play backwards will actually play the tween in the original direction)
+
+
+ Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int
+ (use or for those)
+
+
+ String ID (usable for filtering with DOTween static methods). 2X faster than using an object id
+
+
+ Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id.
+ Default is -999 so avoid using an ID like that or it will capture all unset intIds
+
+
+ Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts
+
+
+ Called when the tween is set in a playing state, after any eventual delay.
+ Also called each time the tween resumes playing from a paused state
+
+
+ Called when the tween state changes from playing to paused.
+ If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.
+
+
+ Called when the tween is rewinded,
+ either by calling Rewind or by reaching the start position while playing backwards.
+ Rewinding a tween that is already rewinded will not fire this callback
+
+
+ Called each time the tween updates
+
+
+ Called the moment the tween completes one loop cycle
+
+
+ Called the moment the tween reaches completion (loops included)
+
+
+ Called the moment the tween is killed
+
+
+ Called when a path tween's current waypoint changes
+
+
+ Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative
+
+
+
+ Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option
+
+
+
+ FALSE when tween is (or should be) despawned - set only by TweenManager
+
+
+ Gets and sets the time position (loops included, delays excluded) of the tween
+
+
+ Returns TRUE if the tween is set to loop (either a set number of times or infinitely)
+
+
+ TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed
+
+
+ Time position within a single loop cycle
+
+
+
+ Animates a single value
+
+
+
+ Changes the start value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ If bigger than 0 applies it as the new tween duration
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new end value
+ If TRUE the start value will become the current target's value, otherwise it will stay the same
+
+
+ Changes the start and end value of a tween and rewinds it (without pausing it).
+ Has no effect with tweens that are inside Sequences
+ The new start value
+ The new end value
+ If bigger than 0 applies it as the new tween duration
+
+
+
+ Used internally
+
+
+
+
+ Update type
+
+
+
+ Updates every frame during Update calls
+
+
+ Updates every frame during LateUpdate calls
+
+
+ Updates using FixedUpdate calls
+
+
+ Updates using manual update calls
+
+
+
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
new file mode 100644
index 0000000..7a866b5
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: 34192c5e0d14aee43a0e86cc4823268a
+TextScriptImporter:
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/Assets/Plugins/Demigiant/DOTween/DOTween.dll
new file mode 100644
index 0000000..4c0bb10
Binary files /dev/null and b/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
new file mode 100644
index 0000000..482dbb8
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
@@ -0,0 +1,22 @@
+fileFormatVersion: 2
+guid: a811bde74b26b53498b4f6d872b09b6d
+PluginImporter:
+ serializedVersion: 1
+ iconMap: {}
+ executionOrder: {}
+ isPreloaded: 0
+ platformData:
+ Any:
+ enabled: 1
+ settings: {}
+ Editor:
+ enabled: 0
+ settings:
+ DefaultValueInitialized: true
+ WindowsStoreApps:
+ enabled: 0
+ settings:
+ CPU: AnyCPU
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor.meta b/Assets/Plugins/Demigiant/DOTween/Editor.meta
new file mode 100644
index 0000000..532edfb
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Editor.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: b27f58ae5d5c33a4bb2d1f4f34bd036d
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 0000000..8b82472
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,110 @@
+
+
+
+ DOTweenEditor
+
+
+
+
+ Starts the update loop of tween in the editor. Has no effect during playMode.
+
+ Eventual callback to call after every update
+
+
+
+ Stops the update loop and clears the onPreviewUpdated callback.
+
+ If TRUE also resets the tweened objects to their original state.
+ Note that this works by calling Rewind on all tweens, so it will work correctly
+ only if you have a single tween type per object and it wasn't killed
+ If TRUE also kills any cached tween
+
+
+
+ Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
+
+ The tween to ready
+ If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)
+ If TRUE prevents the tween from being auto-killed at completion
+ If TRUE starts playing the tween immediately
+
+
+ Full major version + first minor version (ex: 2018.1f)
+
+
+ Major version
+
+
+ First minor version (ex: in 2018.1 it would be 1)
+
+
+
+ Checks that the given editor texture use the correct import settings,
+ and applies them if they're incorrect.
+
+
+
+
+ Returns TRUE if setup is required
+
+
+
+
+ Returns TRUE if the file/directory at the given path exists.
+
+ Path, relative to Unity's project folder
+
+
+
+
+ Converts the given project-relative path to a full path,
+ with backward (\) slashes).
+
+
+
+
+ Converts the given full path to a path usable with AssetDatabase methods
+ (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
+
+
+
+
+ Connects to a asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, either returns NULL or automatically creates it before loading and returning it
+ (depending on the given parameters).
+
+ Asset type
+ File path (relative to Unity's project folder)
+ If TRUE and the requested asset doesn't exist, forces its creation
+
+
+
+ Full path for the given loaded assembly, assembly file included
+
+
+
+
+ Adds the given global define if it's not already present
+
+
+
+
+ Removes the given global define if it's present
+
+
+
+
+ Returns TRUE if the given global define is present in all the
+ or only in the given , depending on passed parameters.
+
+
+ to use. Leave NULL to check in all of them.
+
+
+
+ Not used as menu item anymore, but as a utiity function
+
+
+
+
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index 0000000..42ef5ab
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+{
+ "name": "DOTween.Modules"
+}
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diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
new file mode 100644
index 0000000..c195b6c
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
@@ -0,0 +1,202 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+#if UNITY_5 || UNITY_2017_1_OR_NEWER
+using UnityEngine.Audio; // Required for AudioMixer
+#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleAudio
+ {
+ #region Shortcuts
+
+ #region Audio
+
+ /// Tweens an AudioSource's volume to the given value.
+ /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ /// The end value to reach (0 to 1)The duration of the tween
+ public static TweenerCore DOFade(this AudioSource target, float endValue, float duration)
+ {
+ if (endValue < 0) endValue = 0;
+ else if (endValue > 1) endValue = 1;
+ TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an AudioSource's pitch to the given value.
+ /// Also stores the AudioSource as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+#if UNITY_5 || UNITY_2017_1_OR_NEWER
+ #region AudioMixer (Unity 5 or Newer)
+
+ /// Tweens an AudioMixer's exposed float to the given value.
+ /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
+ /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
+ /// Name given to the exposed float to set
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(()=> {
+ float currVal;
+ target.GetFloat(floatName, out currVal);
+ return currVal;
+ }, x=> target.SetFloat(floatName, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #region Operation Shortcuts
+
+ ///
+ /// Completes all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens completed
+ /// (meaning the tweens that don't have infinite loops and were not already complete)
+ ///
+ /// For Sequences only: if TRUE also internal Sequence callbacks will be fired,
+ /// otherwise they will be ignored
+ public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
+ {
+ return DOTween.Complete(target, withCallbacks);
+ }
+
+ ///
+ /// Kills all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens killed.
+ ///
+ /// If TRUE completes the tween before killing it
+ public static int DOKill(this AudioMixer target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ ///
+ /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens flipped.
+ ///
+ public static int DOFlip(this AudioMixer target)
+ {
+ return DOTween.Flip(target);
+ }
+
+ ///
+ /// Sends to the given position all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens involved.
+ ///
+ /// Time position to reach
+ /// (if higher than the whole tween duration the tween will simply reach its end)
+ /// If TRUE will play the tween after reaching the given position, otherwise it will pause it
+ public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
+ {
+ return DOTween.Goto(target, to, andPlay);
+ }
+
+ ///
+ /// Pauses all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens paused.
+ ///
+ public static int DOPause(this AudioMixer target)
+ {
+ return DOTween.Pause(target);
+ }
+
+ ///
+ /// Plays all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlay(this AudioMixer target)
+ {
+ return DOTween.Play(target);
+ }
+
+ ///
+ /// Plays backwards all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlayBackwards(this AudioMixer target)
+ {
+ return DOTween.PlayBackwards(target);
+ }
+
+ ///
+ /// Plays forward all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens played.
+ ///
+ public static int DOPlayForward(this AudioMixer target)
+ {
+ return DOTween.PlayForward(target);
+ }
+
+ ///
+ /// Restarts all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens restarted.
+ ///
+ public static int DORestart(this AudioMixer target)
+ {
+ return DOTween.Restart(target);
+ }
+
+ ///
+ /// Rewinds all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens rewinded.
+ ///
+ public static int DORewind(this AudioMixer target)
+ {
+ return DOTween.Rewind(target);
+ }
+
+ ///
+ /// 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.
+ ///
+ public static int DOSmoothRewind(this AudioMixer target)
+ {
+ return DOTween.SmoothRewind(target);
+ }
+
+ ///
+ /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
+ /// (meaning tweens that were started from this target, or that had this target added as an Id)
+ /// and returns the total number of tweens involved.
+ ///
+ public static int DOTogglePause(this AudioMixer target)
+ {
+ return DOTween.TogglePause(target);
+ }
+
+ #endregion
+
+ #endregion
+#endif
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
new file mode 100644
index 0000000..50aa010
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diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
new file mode 100644
index 0000000..aff1235
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
@@ -0,0 +1,142 @@
+using UnityEngine;
+
+#if false || EPO_DOTWEEN // MODULE_MARKER
+
+using EPOOutline;
+using DG.Tweening.Plugins.Options;
+using DG.Tweening;
+using DG.Tweening.Core;
+
+namespace DG.Tweening
+{
+ public static class DOTweenModuleEPOOutline
+ {
+ public static int DOKill(this SerializedPass target, bool complete)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ public static int DOKill(this Outliner target, bool complete = false)
+ {
+ return DOTween.Kill(target, complete);
+ }
+
+ public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
+ {
+ var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
+ tweener.SetOptions(true).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
+ {
+ var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
+ tweener.SetOptions(false).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+
+ public static TweenerCore DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
+ {
+ var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
+ tweener.SetOptions(snapping).SetTarget(target);
+ return tweener;
+ }
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
new file mode 100644
index 0000000..4b8991f
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: e944529dcaee98f4e9498d80e541d93e
+timeCreated: 1602593330
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
new file mode 100644
index 0000000..08b0700
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
@@ -0,0 +1,216 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModulePhysics
+ {
+ #region Shortcuts
+
+ #region Rigidbody
+
+ /// Tweens a Rigidbody's position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's X position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's Y position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's Z position to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody's rotation to the given value.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// Rotation mode
+ public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+ t.SetTarget(target);
+ t.plugOptions.rotateMode = mode;
+ return t;
+ }
+
+ /// Tweens a Rigidbody's rotation so that it will look towards the given position.
+ /// Also stores the rigidbody as the tween's target so it can be used for filtered operations
+ /// The position to look atThe duration of the tween
+ /// Eventual axis constraint for the rotation
+ /// The vector that defines in which direction up is (default: Vector3.up)
+ public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);
+ t.plugOptions.axisConstraint = axisConstraint;
+ t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;
+ return t;
+ }
+
+ #region Special
+
+ /// Tweens a Rigidbody'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 Rigidbody as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJump(this Rigidbody 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;
+ Sequence s = DOTween.Sequence();
+ Tween yTween = DOTween.To(() => target.position, target.MovePosition, 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, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+ ).Join(DOTween.To(() => target.position, target.MovePosition, 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.MovePosition(pos);
+ });
+ return s;
+ }
+
+ /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.
+ /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOPath.
+ /// The waypoints to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOPath(
+ this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations
+ /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOLocalPath.
+ /// The waypoint to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOLocalPath(
+ this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody = true;
+ 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
+ internal static TweenerCore DOPath(
+ this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ internal static TweenerCore DOLocalPath(
+ this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
new file mode 100644
index 0000000..0ce0d75
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: dae9aa560b4242648a3affa2bfabc365
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
new file mode 100644
index 0000000..d01f728
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
@@ -0,0 +1,193 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModulePhysics2D
+ {
+ #region Shortcuts
+
+ #region Rigidbody2D Shortcuts
+
+ /// Tweens a Rigidbody2D's position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's X position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's Y position to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Rigidbody2D's rotation to the given value.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #region Special
+
+ /// Tweens a Rigidbody2D'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 Rigidbody2D as the tween's target so it can be used for filtered operations.
+ /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
+ {
+ if (numJumps < 1) numJumps = 1;
+ float startPosY = 0;
+ float offsetY = -1;
+ bool offsetYSet = false;
+ Sequence s = DOTween.Sequence();
+ Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), 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 Vector2(endValue.x, 0), duration)
+ .SetOptions(AxisConstraint.X, 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.MovePosition(pos);
+ });
+ return s;
+ }
+
+ /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
+ /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOPath.
+ /// The waypoints to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOPath(
+ this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ int len = path.Length;
+ Vector3[] path3D = new Vector3[len];
+ for (int i = 0; i < len; ++i) path3D[i] = path[i];
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
+ /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
+ /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.
+ /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
+ /// If you plan to publish there you should use a regular transform.DOLocalPath.
+ /// The waypoint to go through
+ /// The duration of the tween
+ /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)
+ /// The path mode: 3D, side-scroller 2D, top-down 2D
+ /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
+ /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints
+ /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)
+ public static TweenerCore DOLocalPath(
+ this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
+ PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
+ )
+ {
+ if (resolution < 1) resolution = 1;
+ int len = path.Length;
+ Vector3[] path3D = new Vector3[len];
+ for (int i = 0; i < len; ++i) path3D[i] = path[i];
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
+ .SetTarget(target).SetUpdate(UpdateType.Fixed);
+
+ t.plugOptions.isRigidbody2D = true;
+ 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
+ internal static TweenerCore DOPath(
+ this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ return t;
+ }
+ internal static TweenerCore DOLocalPath(
+ this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
+ )
+ {
+ Transform trans = target.transform;
+ TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
+ .SetTarget(target);
+
+ t.plugOptions.isRigidbody2D = true;
+ t.plugOptions.mode = pathMode;
+ t.plugOptions.useLocalPosition = true;
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
new file mode 100644
index 0000000..ca9ed29
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 230fe34542e175245ba74b4659dae700
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
new file mode 100644
index 0000000..549fff3
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
@@ -0,0 +1,93 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleSprite
+ {
+ #region Shortcuts
+
+ #region SpriteRenderer
+
+ /// Tweens a SpriteRenderer's color to the given value.
+ /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Material's alpha color to the given value.
+ /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a SpriteRenderer's color using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #region Blendables
+
+ #region SpriteRenderer
+
+ /// Tweens a SpriteRenderer'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 SpriteRenderer as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
new file mode 100644
index 0000000..a0c67c4
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 188918ab119d93148aa0de59ccf5286b
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
new file mode 100644
index 0000000..dc24ebf
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
@@ -0,0 +1,660 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+
+using System;
+using System.Globalization;
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+using DG.Tweening.Plugins;
+using DG.Tweening.Plugins.Options;
+using Outline = UnityEngine.UI.Outline;
+using Text = UnityEngine.UI.Text;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenModuleUI
+ {
+ #region Shortcuts
+
+ #region CanvasGroup
+
+ /// Tweens a CanvasGroup's alpha color to the given value.
+ /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Graphic
+
+ /// Tweens an Graphic's color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Graphic target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Graphic's alpha color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Graphic target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Image
+
+ /// Tweens an Image's color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Image target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's alpha color to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Image target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's fillAmount to the given value.
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The end value to reach (0 to 1)The duration of the tween
+ public static TweenerCore DOFillAmount(this Image target, float endValue, float duration)
+ {
+ if (endValue > 1) endValue = 1;
+ else if (endValue < 0) endValue = 0;
+ TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an Image's colors using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #region LayoutElement
+
+ /// Tweens an LayoutElement's flexibleWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
+ target.flexibleWidth = x.x;
+ target.flexibleHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an LayoutElement's minWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
+ target.minWidth = x.x;
+ target.minHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens an LayoutElement's preferredWidth/Height to the given value.
+ /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
+ target.preferredWidth = x.x;
+ target.preferredHeight = x.y;
+ }, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Outline
+
+ /// Tweens a Outline's effectColor to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Outline target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Outline's effectColor alpha to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Outline target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Outline's effectDistance to the given value.
+ /// Also stores the Outline as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region RectTransform
+
+ /// Tweens a RectTransform's anchoredPosition to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchoredPosition3D to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's anchoredPosition3D Z to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchorMax to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's anchorMin to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's pivot to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's pivot X to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X).SetTarget(target);
+ return t;
+ }
+ /// Tweens a RectTransform's pivot Y to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y).SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a RectTransform's sizeDelta to the given value.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
+ /// as if it was connected to the starting position via an elastic.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The direction and strength of the punch (added to the RectTransform's current position)
+ /// The duration of the tween
+ /// Indicates how much will the punch vibrate
+ /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
+ /// 1 creates a full oscillation between the punch direction and the opposite direction,
+ /// while 0 oscillates only between the punch and the start position
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
+ {
+ return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
+ .SetTarget(target).SetOptions(snapping);
+ }
+
+ /// Shakes a RectTransform's anchoredPosition with the given values.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The shake strength
+ /// Indicates how much will the shake vibrate
+ /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ /// Setting it to 0 will shake along a single direction.
+ /// If TRUE the tween will smoothly snap all values to integers
+ /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
+ {
+ return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+ }
+ /// Shakes a RectTransform's anchoredPosition with the given values.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The shake strength on each axis
+ /// Indicates how much will the shake vibrate
+ /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
+ /// Setting it to 0 will shake along a single direction.
+ /// If TRUE the tween will smoothly snap all values to integers
+ /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not
+ public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
+ {
+ return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
+ .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
+ }
+
+ #region Special
+
+ /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
+ /// Returns a Sequence instead of a Tweener.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations
+ /// The end value to reach
+ /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)
+ /// Total number of jumps
+ /// The duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 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.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
+ .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
+ .SetLoops(numJumps * 2, LoopType.Yoyo)
+ .OnStart(()=> startPosY = target.anchoredPosition.y);
+ s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
+ ).Join(yTween)
+ .SetTarget(target).SetEase(DOTween.defaultEaseType);
+ s.OnUpdate(() => {
+ if (!offsetYSet) {
+ offsetYSet = true;
+ offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
+ }
+ Vector2 pos = target.anchoredPosition;
+ pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
+ target.anchoredPosition = pos;
+ });
+ return s;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region ScrollRect
+
+ /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
+ x => {
+ target.horizontalNormalizedPosition = x.x;
+ target.verticalNormalizedPosition = x.y;
+ }, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// Tweens a ScrollRect's verticalNormalizedPosition to the given value.
+ /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ #endregion
+
+ #region Slider
+
+ /// Tweens a Slider's value to the given value.
+ /// Also stores the Slider as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false)
+ {
+ TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
+ t.SetOptions(snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Text
+
+ /// Tweens a Text's color to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOColor(this Text target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ ///
+ /// Tweens a Text's text from one integer to another, with options for thousands separators
+ ///
+ /// The value to start from
+ /// The end value to reach
+ /// The duration of the tween
+ /// If TRUE (default) also adds thousands separators
+ /// The to use (InvariantCulture if NULL)
+ public static TweenerCore DOCounter(
+ this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
+ ){
+ int v = fromValue;
+ CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
+ TweenerCore t = DOTween.To(() => v, x => {
+ v = x;
+ target.text = addThousandsSeparator
+ ? v.ToString("N0", cInfo)
+ : v.ToString();
+ }, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Text's alpha color to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ public static TweenerCore DOFade(this Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Text's text to the given value.
+ /// Also stores the Text as the tween's target so it can be used for filtered operations
+ /// The end string to tween toThe duration of the tween
+ /// If TRUE (default), rich text will be interpreted correctly while animated,
+ /// otherwise all tags will be considered as normal text
+ /// The type of scramble mode to use, if any
+ /// A string containing the characters to use for scrambling.
+ /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
+ /// Leave it to NULL (default) to use default ones
+ public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ if (endValue == null) {
+ if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
+ endValue = "";
+ }
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Blendables
+
+ #region Graphic
+
+ /// Tweens a Graphic'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 Graphic as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #region Image
+
+ /// Tweens a Image'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 Image as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #region Text
+
+ /// Tweens a Text's color BY 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 Text as the tween's target so it can be used for filtered operations
+ /// The value to tween toThe duration of the tween
+ public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)
+ {
+ endValue = endValue - target.color;
+ Color to = new Color(0, 0, 0, 0);
+ return DOTween.To(() => to, x => {
+ Color diff = x - to;
+ to = x;
+ target.color += diff;
+ }, endValue, duration)
+ .Blendable().SetTarget(target);
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Shapes
+
+ /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
+ /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.
+ /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value"
+ /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)
+ /// The end value degrees to reach (to rotate counter-clockwise pass a negative value)
+ /// The duration of the tween
+ /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static TweenerCore DOShapeCircle(
+ this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
+ )
+ {
+ TweenerCore t = DOTween.To(
+ CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
+ );
+ t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #endregion
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ public static class Utils
+ {
+ ///
+ /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
+ /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
+ ///
+ public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
+ {
+ Vector2 localPoint;
+ Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
+ Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
+ screenP += fromPivotDerivedOffset;
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
+ Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
+ return to.anchoredPosition + localPoint - pivotDerivedOffset;
+ }
+ }
+ }
+}
+#endif
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
new file mode 100644
index 0000000..60d55ef
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a060394c03331a64392db53a10e7f2d1
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
new file mode 100644
index 0000000..fa1ac05
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
@@ -0,0 +1,403 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+//using Task = System.Threading.Tasks.Task;
+//#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ ///
+ /// Shortcuts/functions that are not strictly related to specific Modules
+ /// but are available only on some Unity versions
+ ///
+ public static class DOTweenModuleUnityVersion
+ {
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER
+ #region Unity 4.3 or Newer
+
+ #region Material
+
+ /// Tweens a Material's color using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to useThe duration of the tween
+ public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+ /// Tweens a Material's named color property using the given gradient
+ /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
+ /// Also stores the image as the tween's target so it can be used for filtered operations
+ /// The gradient to use
+ /// The name of the material property to tween (like _Tint or _SpecColor)
+ /// The duration of the tween
+ public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.SetColor(property, c.color);
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));
+ }
+ s.SetTarget(target);
+ return s;
+ }
+
+ #endregion
+
+ #endregion
+#endif
+
+#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
+ #region Unity 5.3 or Newer
+
+ #region CustomYieldInstructions
+
+ ///
+ /// Returns a that waits until the tween is killed or complete.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForCompletion(true);
+ ///
+ public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForCompletion(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or rewinded.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForRewind();
+ ///
+ public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForRewind(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForKill();
+ ///
+ public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForKill(t);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or has gone through the given amount of loops.
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForElapsedLoops(2);
+ ///
+ /// Elapsed loops to wait for
+ public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed
+ /// or has reached the given time position (loops included, delays excluded).
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForPosition(2.5f);
+ ///
+ /// Position (loops included, delays excluded) to wait for
+ public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForPosition(t, position);
+ }
+
+ ///
+ /// Returns a that waits until the tween is killed or started
+ /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ /// It can be used inside a coroutine as a yield.
+ /// Example usage:yield return myTween.WaitForStart();
+ ///
+ public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return null;
+ }
+ return new DOTweenCYInstruction.WaitForStart(t);
+ }
+
+ #endregion
+
+ #endregion
+#endif
+
+#if UNITY_2018_1_OR_NEWER
+ #region Unity 2018.1 or Newer
+
+ #region Material
+
+ /// Tweens a Material's named texture offset 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
+ /// The end value to reach
+ /// The ID of the material property to tween (also called nameID in Unity's manual)
+ /// The duration of the tween
+ public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a Material's named texture scale 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
+ /// The end value to reach
+ /// The ID of the material property to tween (also called nameID in Unity's manual)
+ /// The duration of the tween
+ public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region .NET 4.6 or Newer
+
+#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
+
+ #region Async Instructions
+
+ ///
+ /// Returns an async that waits until the tween is killed or complete.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.WaitForCompletion();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or rewinded.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForRewind();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForKill();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or has gone through the given amount of loops.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForElapsedLoops();
+ ///
+ /// Elapsed loops to wait for
+ public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed or started
+ /// (meaning when the tween is set in a playing state the first time, after any eventual delay).
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForPosition();
+ ///
+ /// Position (loops included, delays excluded) to wait for
+ public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();
+ }
+
+ ///
+ /// Returns an async that waits until the tween is killed.
+ /// It can be used inside an async operation.
+ /// Example usage:await myTween.AsyncWaitForKill();
+ ///
+ public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
+ {
+ if (!t.active) {
+ if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
+ return;
+ }
+ while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();
+ }
+
+ #endregion
+#endif
+
+ #endregion
+
+ #endregion
+#endif
+ }
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER
+ public static class DOTweenCYInstruction
+ {
+ public class WaitForCompletion : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && !t.IsComplete();
+ }}
+ readonly Tween t;
+ public WaitForCompletion(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForRewind : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);
+ }}
+ readonly Tween t;
+ public WaitForRewind(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForKill : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active;
+ }}
+ readonly Tween t;
+ public WaitForKill(Tween tween)
+ {
+ t = tween;
+ }
+ }
+
+ public class WaitForElapsedLoops : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && t.CompletedLoops() < elapsedLoops;
+ }}
+ readonly Tween t;
+ readonly int elapsedLoops;
+ public WaitForElapsedLoops(Tween tween, int elapsedLoops)
+ {
+ t = tween;
+ this.elapsedLoops = elapsedLoops;
+ }
+ }
+
+ public class WaitForPosition : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && t.position * (t.CompletedLoops() + 1) < position;
+ }}
+ readonly Tween t;
+ readonly float position;
+ public WaitForPosition(Tween tween, float position)
+ {
+ t = tween;
+ this.position = position;
+ }
+ }
+
+ public class WaitForStart : CustomYieldInstruction
+ {
+ public override bool keepWaiting { get {
+ return t.active && !t.playedOnce;
+ }}
+ readonly Tween t;
+ public WaitForStart(Tween tween)
+ {
+ t = tween;
+ }
+ }
+ }
+#endif
+}
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
new file mode 100644
index 0000000..290189f
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 63c02322328255542995bd02b47b0457
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
new file mode 100644
index 0000000..12a365d
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
@@ -0,0 +1,167 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using System.Reflection;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ ///
+ /// Utility functions that deal with available Modules.
+ /// Modules defines:
+ /// - DOTAUDIO
+ /// - DOTPHYSICS
+ /// - DOTPHYSICS2D
+ /// - DOTSPRITE
+ /// - DOTUI
+ /// Extra defines set and used for implementation of external assets:
+ /// - DOTWEEN_TMP ► TextMesh Pro
+ /// - DOTWEEN_TK2D ► 2D Toolkit
+ ///
+ public static class DOTweenModuleUtils
+ {
+ static bool _initialized;
+
+ #region Reflection
+
+ ///
+ /// Called via Reflection by DOTweenComponent on Awake
+ ///
+#if UNITY_2018_1_OR_NEWER
+ [UnityEngine.Scripting.Preserve]
+#endif
+ public static void Init()
+ {
+ if (_initialized) return;
+
+ _initialized = true;
+ DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
+
+#if UNITY_EDITOR
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+ UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
+#else
+ UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
+#endif
+#endif
+ }
+
+#if UNITY_2018_1_OR_NEWER
+#pragma warning disable
+ [UnityEngine.Scripting.Preserve]
+ // Just used to preserve methods when building, never called
+ static void Preserver()
+ {
+ Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
+ MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
+ }
+#pragma warning restore
+#endif
+
+ #endregion
+
+#if UNITY_EDITOR
+ // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+ static void PlaymodeStateChanged()
+ #else
+ static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
+#endif
+ {
+ if (DOTween.instance == null) return;
+ DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
+ }
+#endif
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ public static class Physics
+ {
+ // Called via DOTweenExternalCommand callback
+ public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
+ {
+#if true // PHYSICS_MARKER
+ if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
+ else trans.rotation = newRot;
+#else
+ trans.rotation = newRot;
+#endif
+ }
+
+ // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
+ public static bool HasRigidbody2D(Component target)
+ {
+#if true // PHYSICS2D_MARKER
+ return target.GetComponent() != null;
+#else
+ return false;
+#endif
+ }
+
+ #region Called via Reflection
+
+
+ // Called via Reflection by DOTweenPathInspector
+ // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
+#if UNITY_2018_1_OR_NEWER
+ [UnityEngine.Scripting.Preserve]
+#endif
+ public static bool HasRigidbody(Component target)
+ {
+#if true // PHYSICS_MARKER
+ return target.GetComponent() != null;
+#else
+ return false;
+#endif
+ }
+
+ // Called via Reflection by DOTweenPath
+#if UNITY_2018_1_OR_NEWER
+ [UnityEngine.Scripting.Preserve]
+#endif
+ public static TweenerCore CreateDOTweenPathTween(
+ MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
+ ){
+ TweenerCore t = null;
+ bool rBodyFoundAndTweened = false;
+#if true // PHYSICS_MARKER
+ if (tweenRigidbody) {
+ Rigidbody rBody = target.GetComponent();
+ if (rBody != null) {
+ rBodyFoundAndTweened = true;
+ t = isLocal
+ ? rBody.DOLocalPath(path, duration, pathMode)
+ : rBody.DOPath(path, duration, pathMode);
+ }
+ }
+#endif
+#if true // PHYSICS2D_MARKER
+ if (!rBodyFoundAndTweened && tweenRigidbody) {
+ Rigidbody2D rBody2D = target.GetComponent();
+ if (rBody2D != null) {
+ rBodyFoundAndTweened = true;
+ t = isLocal
+ ? rBody2D.DOLocalPath(path, duration, pathMode)
+ : rBody2D.DOPath(path, duration, pathMode);
+ }
+ }
+#endif
+ if (!rBodyFoundAndTweened) {
+ t = isLocal
+ ? target.transform.DOLocalPath(path, duration, pathMode)
+ : target.transform.DOPath(path, duration, pathMode);
+ }
+ return t;
+ }
+
+ #endregion
+ }
+ }
+}
diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta
new file mode 100644
index 0000000..ab62186
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7bcaf917d9cf5b84090421a5a2abe42e
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt b/Assets/Plugins/Demigiant/DOTween/readme.txt
new file mode 100644
index 0000000..37ff7ef
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/readme.txt
@@ -0,0 +1,29 @@
+DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
+
+// IMPORTANT!!! /////////////////////////////////////////////
+// Upgrading DOTween from versions older than 1.2.000 ///////
+// (or DOTween Pro older than 1.0.000) //////////////////////
+-------------------------------------------------------------
+If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
+1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
+2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
+3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
+4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+Demigiant website (documentation, examples, etc): http://www.demigiant.com
+
+// NOTES //////////////////////////////////////////////////////
+
+- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file
diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta
new file mode 100644
index 0000000..3799165
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta
@@ -0,0 +1,4 @@
+fileFormatVersion: 2
+guid: fccfc62abf2eb0a4db614853430894fd
+TextScriptImporter:
+ userData:
diff --git a/Assets/Raindrop/ChatPresenterManager.cs b/Assets/Raindrop/ChatPresenterManager.cs
index 872fb92..b1d1aee 100644
--- a/Assets/Raindrop/ChatPresenterManager.cs
+++ b/Assets/Raindrop/ChatPresenterManager.cs
@@ -13,8 +13,8 @@ namespace Raindrop
// equivalent to a chat window with all the tabs and chats the user is chatting in.
public class ChatPresenterManager
{
- public LocalChatTextManager LocalLocalChat { get; private set; }
- public List IMChats { get; private set; }
+ public LocalChatTextManager LocalChatManager { get; private set; }
+ public List IMChatManagers { get; private set; }
RaindropInstance instance;
@@ -29,26 +29,26 @@ namespace Raindrop
this.instance = instance;
TextPrinter = textPrinter;
- RegisterClientEvents(instance);
+ //make managers that we depend on.
+ LocalChatManager = new LocalChatTextManager(instance, TextPrinter);
+ IMChatManagers = new List();
- //make the chat manager. (seems like we destroy it on disconnection.)
- LocalLocalChat = new LocalChatTextManager(instance, TextPrinter);
- IMChats = new List();
+ RegisterClientEvents(instance);
}
private void RegisterClientEvents(RaindropInstance instance)
{
instance.Client.Network.SimConnected += Network_SimConnected;
instance.Client.Network.Disconnected += Network_Disconnected;
- LocalLocalChat.ChatLineAdded += LocalChatManager_ChatLineAdded;
+ LocalChatManager.ChatLineAdded += LocalChatManager_ChatLineAdded;
}
public ITextPrinter TextPrinter { get; set; }
public void Dispose()
{
- LocalLocalChat = null;
- IMChats = new List();
+ LocalChatManager = null;
+ IMChatManagers = new List();
}
private void Network_Disconnected(object sender, OpenMetaverse.DisconnectedEventArgs e)
@@ -56,16 +56,16 @@ namespace Raindrop
Logger.Log("Network_Disconnected", Helpers.LogLevel.Info);
//wind down chatmanager
- LocalLocalChat.Dispose();
- LocalLocalChat = null;
+ LocalChatManager.Dispose();
+ LocalChatManager = null;
}
private void LocalChatManager_ChatLineAdded(object sender, ChatLineAddedArgs chatLineAddedArgs)
{
Logger.Log("new message in local chat!", Helpers.LogLevel.Info);
- if (LocalLocalChat == null)
- LocalLocalChat = new LocalChatTextManager(instance, TextPrinter);
+ if (LocalChatManager == null)
+ LocalChatManager = new LocalChatTextManager(instance, TextPrinter);
Logger.Log("creating local chat in memory.", Helpers.LogLevel.Info);
printToMainChat("todo");
@@ -76,8 +76,8 @@ namespace Raindrop
//create local chat.
Logger.Log("Simulator Connected", Helpers.LogLevel.Info);
- if (LocalLocalChat == null)
- LocalLocalChat = new LocalChatTextManager(instance, TextPrinter);
+ if (LocalChatManager == null)
+ LocalChatManager = new LocalChatTextManager(instance, TextPrinter);
Logger.Log("creating local chat in memory.", Helpers.LogLevel.Info);
printToMainChat("Simulator Connected");
@@ -86,7 +86,7 @@ namespace Raindrop
UUID agentID; //todo.
// ah ok, so it seems use (A xor B) = C , where A is us and B is target, because this represents a link between us.
// we send C to let the lindens know its between A and B. abit strange TBH.
- IMChats.Add(new IMTextManager(instance, null,IMTextManagerType.Agent, instance.Client.Self.AgentID ^ agentID, "cutie nuki"));
+ IMChatManagers.Add(new IMTextManager(instance, null,IMTextManagerType.Agent, instance.Client.Self.AgentID ^ agentID, "cutie nuki"));
}
public void printToMainChat(string message)
@@ -102,7 +102,7 @@ namespace Raindrop
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
//process printing in main thread.
- LocalLocalChat.ProcessBufferItem(line, true);
+ LocalChatManager.ProcessBufferItem(line, true);
});
}
}
diff --git a/Assets/Raindrop/Core/RaindropMovement.cs b/Assets/Raindrop/Core/RaindropMovement.cs
index 657593b..f9fabab 100644
--- a/Assets/Raindrop/Core/RaindropMovement.cs
+++ b/Assets/Raindrop/Core/RaindropMovement.cs
@@ -31,8 +31,11 @@
using System;
using System.Timers;
using OpenMetaverse;
+using UnityEngine;
using Debug = UnityEngine.Debug;
+using Quaternion = OpenMetaverse.Quaternion;
using Vector2 = UnityEngine.Vector2;
+using Vector3 = OpenMetaverse.Vector3;
namespace Raindrop
{
@@ -48,7 +51,6 @@ namespace Raindrop
private Timer timer;
private Vector3 forward = new Vector3(1, 0, 0);
private bool isTurning = false;
- // private bool turningRight = false;
private uint _prev;
public void SetTurningRight()
@@ -210,5 +212,13 @@ namespace Raindrop
client.Self.Movement.SendUpdate(true);
}
}
+
+ // user's direct input processed here.
+ public void setCameraInputs(object zero)
+ {
+
+
+ }
}
+
}
diff --git a/Assets/Raindrop/RaindropInstance.cs b/Assets/Raindrop/RaindropInstance.cs
index 6802031..c63bd94 100644
--- a/Assets/Raindrop/RaindropInstance.cs
+++ b/Assets/Raindrop/RaindropInstance.cs
@@ -314,6 +314,7 @@ namespace Raindrop
_names = new NameManager(this);
Cof = new CurrentOutfitFolder(this);
+
//ui_manager = new UIManager(this);
//mainCanvas.InitializeControls();
diff --git a/Assets/Raindrop/Services/Bootstrap/RaindropBootstrapper.cs b/Assets/Raindrop/Services/Bootstrap/RaindropBootstrapper.cs
index 6b0789d..0008e2b 100644
--- a/Assets/Raindrop/Services/Bootstrap/RaindropBootstrapper.cs
+++ b/Assets/Raindrop/Services/Bootstrap/RaindropBootstrapper.cs
@@ -1,10 +1,12 @@
-using OpenMetaverse;
+using System.Threading;
+using OpenMetaverse;
+using Raindrop.Netcom;
using UnityEngine;
using Logger = OpenMetaverse.Logger;
namespace Raindrop.Services.Bootstrap
{
- //This sets up and tears down the raindrop instance and other servies.
+ //This sets up and tears down the raindrop instance service.
//This is attached to a scene as the SOLE gameobject.
// inspired by https://medium.com/medialesson/simple-service-locator-for-your-unity-project-40e317aad307
@@ -13,65 +15,48 @@ namespace Raindrop.Services.Bootstrap
{
public GameObject UIBootstrapper;
- public static RaindropInstance rd_instance;
+ private RaindropInstance instance => ServiceLocator.ServiceLocator.Instance.Get();
+ private RaindropNetcom netcom => instance.Netcom;
private void Start()
{
- LinkUnityObjects();
+
+ Start_RaindropInstance();
+
+ }
+ private static void StartLogger()
+ {
+ Logger.Log("OpenMetaverse.Helpers.LogLevel.Info : Application Started.", Helpers.LogLevel.Info);
+ }
+
+ // //find the unity objects that this script depends on.
+ // turns out we don't want the base layer to depend on the ui layer, or any unity objects for that matter.
+ // private void LinkUnityObjects()
+ // {
+ // var ui = this.gameObject.GetComponent();
+ // if (ui == null)
+ // {
+ // Debug.LogError("the UI script is not found.");
+ // Application.Quit();
+ // return;
+ // }
+ // }
+
+ public static void Start_RaindropInstance()
+ {
+ // LinkUnityObjects();
StartLogger();
- Main();
-
- StartUI();
-
-
- Logger.Log("Instance initialisation finished. ", Helpers.LogLevel.Info);
- }
-
- private void StartUI()
- {
-
-
-
- }
-
- private void StartLogger()
- {
- Logger.Log("OpenMetaverse.Helpers.LogLevel.Info : Application Started.", Helpers.LogLevel.Info);
-
- }
-
- //find the unity objects that this script depends on.
- private void LinkUnityObjects()
- {
- var ui = this.gameObject.GetComponent();
- if (ui == null)
- {
- Debug.LogError("the UI script is not found.");
- Application.Quit();
- return;
- }
-
- }
-
- private void Main()
- {
-
- //0. servicelocator pattern.
+ //0. start servicelocator pattern.
StartServiceLocator();
//1. main instance.
CreateAndRegister_RaindropInstance();
- //set client settings here
+ //2. construct raindrop instance and register it
var client = ServiceLocator.ServiceLocator.Instance.Get().Client;
- // client.Settings.USE_ASSET_CACHE = false;
- //Debug.Log("main Bootstrap finished");
-
-
- //Debug.Log("UI should be appeared in front of you");
-
+ Logger.Log("Start_RaindropInstance Bootstrap Success", Helpers.LogLevel.Info);
}
public static void CreateAndRegister_RaindropInstance()
@@ -80,9 +65,8 @@ namespace Raindrop.Services.Bootstrap
return;
Debug.Log("creating and registering raindropinstance!");
- ServiceLocator.ServiceLocator.Instance.Register(
- new RaindropInstance(new GridClient()));
- rd_instance = ServiceLocator.ServiceLocator.Instance.Get();
+ var rdi = new RaindropInstance(new GridClient());
+ ServiceLocator.ServiceLocator.Instance.Register(rdi);
}
public static void StartServiceLocator()
@@ -92,5 +76,57 @@ namespace Raindrop.Services.Bootstrap
ServiceLocator.ServiceLocator.Initiailze();
}
}
+
+
+ void OnApplicationQuit()
+ {
+ Debug.Log("Application ending after " + Time.time + " seconds");
+
+ //if (statusTimer != null)
+ //{
+ // statusTimer.Stop();
+ // statusTimer.Dispose();
+ // statusTimer = null;
+ //}
+
+ if (!netcom.IsLoggedIn) return;
+
+ Thread saveInvToDisk = new Thread(delegate ()
+ {
+ instance.Client.Inventory.Store.SaveToDisk(instance.InventoryCacheFileName);
+ })
+ {
+ Name = "Save inventory to disk"
+ };
+ saveInvToDisk.Start();
+
+ netcom.Logout();
+ Debug.Log("Logged out! :)");
+
+ frmMain_Disposed();
+ Debug.Log("disposed mainform! :)");
+ }
+
+ //wraps up the netcom and client.
+ void frmMain_Disposed( )
+ {
+ if (netcom != null)
+ {
+ netcom.Dispose();
+ }
+ //
+ // if (instance.Client != null)
+ // {
+ // instance.UnregisterClientEvents(client);
+ // }
+
+ //if (instance?.Names != null)
+ //{
+ // instance.Names.NameUpdated -= new EventHandler(Names_NameUpdated);
+ //}
+
+ instance.CleanUp();
+ }
+
}
}
diff --git a/Assets/Raindrop/Services/Bootstrap/UIBootstrapper.cs b/Assets/Raindrop/Services/Bootstrap/UIBootstrapper.cs
index 4c32e90..7bc9605 100644
--- a/Assets/Raindrop/Services/Bootstrap/UIBootstrapper.cs
+++ b/Assets/Raindrop/Services/Bootstrap/UIBootstrapper.cs
@@ -6,35 +6,30 @@ using UnityEngine;
namespace Raindrop.Services.Bootstrap
{
- //show the first UI panel to the user.
+ // link all the UI together
+ // show the first UI panel to the user.
class UIBootstrapper : MonoBehaviour
{
private RaindropInstance instance => ServiceLocator.ServiceLocator.Instance.Get();
private RaindropNetcom netcom => instance.Netcom;
- // bootstraps in order to obtain the canvasmanager instance.
- // bootstraps to find all instances of panels in the children tree.
+ // bootstraps the UI.
+ // 1. it first bootstraps the base layer of RaindropInstance
+ // 2. then it find all the canvasmanager and modal managers.
+
// has a funny role; in that it will register itself to the UIservice on start/awake.
// this should really be the other way round - that the UIservice
// creates/has dependency on the UIrootGO!!!
private void Awake()
{
- Main();
+ RaindropBootstrapper.Start_RaindropInstance();
+ OpenMetaverse.Logger.Log("UI variant of application Started. Logging Started.", OpenMetaverse.Helpers.LogLevel.Info);
}
-
- public void Main()
- {
- //OpenMetaverse.Logger.Log("Application Started. Logging Started.", OpenMetaverse.Helpers.LogLevel.Info);
-
- RaindropBootstrapper.StartServiceLocator();
-
- //skipped if the main bootstrapper is already run.
- RaindropBootstrapper.CreateAndRegister_RaindropInstance();
-
- }
-
+
+ // initialise the UI items
private void Start()
{
+ //1. mapfetcher - logic, not ui. please refactor
if (!ServiceLocator.ServiceLocator.Instance.IsRegistered())
{
Debug.Log("UIBootstrapper creating and registering MapBackend.MapFetcher!");
@@ -42,65 +37,16 @@ namespace Raindrop.Services.Bootstrap
//return;
}
+ //2. ui services
var cm = GetComponentInChildren();
- if (cm == null) Debug.LogError("canvasmanager not present");
+ if (cm == null)
+ Debug.LogError("canvasmanager not present");
var mm = GetComponentInChildren();
- if (mm == null) Debug.LogError("modalmanager not present");
-
+ if (mm == null)
+ Debug.LogError("modalmanager not present");
ServiceLocator.ServiceLocator.Instance.Register(new UIService(cm, mm));
}
-
- void OnApplicationQuit()
- {
- Debug.Log("Application ending after " + Time.time + " seconds");
-
- //if (statusTimer != null)
- //{
- // statusTimer.Stop();
- // statusTimer.Dispose();
- // statusTimer = null;
- //}
-
- if (!netcom.IsLoggedIn) return;
-
- Thread saveInvToDisk = new Thread(delegate ()
- {
- instance.Client.Inventory.Store.SaveToDisk(instance.InventoryCacheFileName);
- })
- {
- Name = "Save inventory to disk"
- };
- saveInvToDisk.Start();
-
- netcom.Logout();
-
- Debug.Log("Logged out! :)");
-
- frmMain_Disposed();
- Debug.Log("disposed mainform! :)");
- }
-
- //wraps up the netcom and client.
- void frmMain_Disposed( )
- {
- if (netcom != null)
- {
- netcom.Dispose();
- }
- //
- // if (instance.Client != null)
- // {
- // instance.UnregisterClientEvents(client);
- // }
-
- //if (instance?.Names != null)
- //{
- // instance.Names.NameUpdated -= new EventHandler(Names_NameUpdated);
- //}
-
- instance.CleanUp();
- }
}
}
diff --git a/Assets/Raindrop/UI/Animations.meta b/Assets/Raindrop/UI/Animations.meta
new file mode 100644
index 0000000..10a6259
--- /dev/null
+++ b/Assets/Raindrop/UI/Animations.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a4804f9a0f80e3341ac117f8fc36fab6
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Raindrop/UI/CanvasHelpers/CanvasManager.cs b/Assets/Raindrop/UI/CanvasHelpers/CanvasManager.cs
index 3c86e5e..d120446 100644
--- a/Assets/Raindrop/UI/CanvasHelpers/CanvasManager.cs
+++ b/Assets/Raindrop/UI/CanvasHelpers/CanvasManager.cs
@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using Raindrop.ServiceLocator;
using UnityEngine;
+using UnityEngine.Serialization;
//helper class that helps to pop, push, stack canvases.
//singleton.
@@ -15,7 +16,22 @@ public class CanvasManager : MonoBehaviour
[Tooltip("The canvases that are created and in memory stack.")]
public Stack activeCanvasStack = new Stack();
- public CanvasType main;
+ public CanvasIdentifier topCanvas
+ {
+ get
+ {
+ try
+ {
+ return activeCanvasStack.Peek();
+ }
+ catch (InvalidOperationException e)
+ {
+ return null;
+ }
+ }
+ }
+
+ public CanvasType initialPage;
private void Awake()
{
@@ -51,7 +67,7 @@ public class CanvasManager : MonoBehaviour
else
{
canvasControllerList.ForEach(x => x.gameObject.SetActive(false));
- Push(main);
+ Push(initialPage);
}
}
@@ -95,17 +111,18 @@ public class CanvasManager : MonoBehaviour
//pop current, then push the desired canvas.
public void PopAndPush(CanvasType type)
{
- PopCanvas();
- Push(type);
+
// CanvasType theCanvasType = getCanvasTypeFromString(_type);
// if (theCanvasType ==CanvasType.UNKNOWN)
// {
// Debug.LogError("unable to get the canvas of identifer: "+ _type);
- // }
- //
- // popCanvas();
- // pushCanvas(theCanvasType);
+ // }
+ if (topCanvas)
+ {
+ PopCanvas();
+ }
+ Push(type);
}
// pop the current login screen, and push the game view. This is for viewing chats offline.
@@ -133,21 +150,27 @@ public class CanvasManager : MonoBehaviour
if (desiredCanvas != null)
{
desiredCanvas.gameObject.SetActive(true);
- activeCanvasStack.Push (desiredCanvas);
+ activeCanvasStack.Push(desiredCanvas);
}
else { Debug.LogWarning("The desired canvas was not found!" + desiredCanvas.ToString()); }
}
public void PopCanvas()
{
- var topCanvas = activeCanvasStack.Peek();
if (! topCanvas)
{
Debug.LogWarning("tried to pop empty canvas stack.");
return;
}
+ //1 remove topmost
topCanvas.gameObject.SetActive(false); //this lince causes error, as the function was called from the login thread!
activeCanvasStack.Pop();
+
+ //2 reactivate the one underneath.
+ if (topCanvas)
+ {
+ topCanvas.gameObject.SetActive(true);
+ }
}
}
diff --git a/Assets/Raindrop/UI/chat/ChatPresenter.cs b/Assets/Raindrop/UI/chat/ChatPresenter.cs
index 4a8b7c1..cb208b3 100644
--- a/Assets/Raindrop/UI/chat/ChatPresenter.cs
+++ b/Assets/Raindrop/UI/chat/ChatPresenter.cs
@@ -145,7 +145,7 @@ namespace Raindrop.Presenters
//call the ProcessChatInput in the respective manager class.
if (/*chatList.getSelected() == "local chat"*/ true)
{
- _chatPresenterManager.LocalLocalChat.ProcessChatInput(input, type);
+ _chatPresenterManager.LocalChatManager.ProcessChatInput(input, type);
}
//else
@@ -155,8 +155,6 @@ namespace Raindrop.Presenters
// chatHistory.Add(cbxInput.Text);
// chatPointer = chatHistory.Count;
//}
- netcom.ChatOut(inputString, ChatType.Normal, 0);
-
}
private void ClearChatInput()
diff --git a/Assets/Raindrop/UI/joystickToCameraBackend.cs b/Assets/Raindrop/UI/joystickToCameraBackend.cs
index 1bba8de..d3562c3 100644
--- a/Assets/Raindrop/UI/joystickToCameraBackend.cs
+++ b/Assets/Raindrop/UI/joystickToCameraBackend.cs
@@ -12,7 +12,7 @@ public class joystickToCameraBackend : MonoBehaviour
{
LeanJoystick joy;
private RaindropInstance instance;
- public float thresh = 0.7f;
+ public const float thresh = 0.7f;
void Start()
{
@@ -25,22 +25,43 @@ public class joystickToCameraBackend : MonoBehaviour
private void OnJoySet(Vector2 arg0)
{
- float vert = arg0.y;
- float horz = arg0.x;
+ float vert = arg0.y ; // updown
+ float horz = arg0.x; //left right
- int horz_clamp = (Mathf.Abs(horz) > thresh) ? 1 :
- (Mathf.Abs(horz) < thresh) ? -1 :0;
-
- if (horz_clamp == 0){
+ if (isDeadZone(vert, horz, thresh))
+ {
instance.Movement.SetTurningStop();
- } else if(horz_clamp == 1){
- instance.Movement.SetTurningRight();
+ instance.Movement.setCameraInputs(null);
}
else
{
- instance.Movement.SetTurningLeft();
+
+
}
+ //
+ // int horz_clamp = (Mathf.Abs(horz) > thresh) ? 1 :
+ // (Mathf.Abs(horz) < thresh) ? -1 :0;
+ //
+ // if (horz_clamp == 0){
+ // instance.Movement.SetTurningStop();
+ // } else if(horz_clamp == 1){
+ // instance.Movement.SetTurningRight();
+ // }
+ // else
+ // {
+ // instance.Movement.SetTurningLeft();
+ // }
}
-
+
+ private bool isDeadZone(float vert, float horz, float thresh)
+ {
+ //get hypo len
+ float a = Mathf.Min(vert, horz);
+ float b = Mathf.Max(vert, horz);
+ float hypo = b + 0.337f * a;
+
+
+ return hypo < thresh;
+ }
}
diff --git a/Assets/Raindrop/UI/map/Landmarks.meta b/Assets/Raindrop/UI/map/Landmarks.meta
new file mode 100644
index 0000000..bc73cc4
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6c060e23f8b04f8da4f8b22c3df8ad70
+timeCreated: 1641492039
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs b/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs
new file mode 100644
index 0000000..9adb18c
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs
@@ -0,0 +1,5 @@
+public class LandmarkModel
+{
+
+
+}
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs.meta b/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs.meta
new file mode 100644
index 0000000..2b8eeab
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkModel.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 60f91248461a4b8190dc9fe5e818d380
+timeCreated: 1641492294
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs b/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs
new file mode 100644
index 0000000..f4808b4
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs
@@ -0,0 +1,86 @@
+using OpenMetaverse;
+using OpenMetaverse.Assets;
+using Raindrop;
+using Raindrop.Netcom;
+using Raindrop.ServiceLocator;
+
+public class LandmarkPresenter
+{
+ // public Image image;
+ public string parcelName;
+ public string simName;
+ public string localCoords;
+ public string parcelDesc;
+
+ private LandmarkView view;
+ private LandmarkModel model;
+
+
+ #region shared data
+
+ public object mutex;
+
+ public bool modified; //if modified is true, we should update the view.
+
+ private InventoryLandmark landmark;
+ private AssetLandmark decodedLandmark; //currently empty, will be filled by network request later.
+ private UUID parcelID;
+ private ParcelInfo parcel;
+ private Vector3 localPosition;
+ private bool parcelLocation = false;
+
+ // public AssetLandmark Landmark
+ // {
+ // set
+ // {
+ // this.modified = true;
+ // this.decodedLandmark = value; //currently empty, will be filled by network request later.
+ // }
+ // }
+ #endregion
+
+ #region globalrefs
+ private RaindropInstance instance { get { return ServiceLocator.Instance.Get(); } }
+ private RaindropNetcom netcom { get { return instance.Netcom; } }
+ private GridClient client { get { return instance.Client; } }
+ bool Active => instance.Client.Network.Connected;
+ #endregion
+
+
+ // todo: someone needs to pass the inventory landmark to me! :)
+ public LandmarkPresenter(LandmarkView landmarkView, InventoryLandmark invLandmark)
+ {
+ view = landmarkView;
+ // model = new LandmarkModel();
+
+ RequestLandmarkFromServer(invLandmark);
+
+ }
+
+ private void RequestLandmarkFromServer(InventoryLandmark landmarkModel)
+ {
+ client.Assets.RequestAsset(landmarkModel.AssetUUID, landmarkModel.AssetType, true, Assets_OnAssetReceived);
+ }
+
+ void Assets_OnAssetReceived(AssetDownload transfer, Asset asset)
+ {
+ if (transfer.Success && asset.AssetType == AssetType.Landmark)
+ {
+ decodedLandmark = (AssetLandmark)asset;
+ decodedLandmark.Decode();
+ localPosition = decodedLandmark.Position;
+ client.Grid.RequestRegionHandle(decodedLandmark.RegionID);
+ }
+ }
+
+ private void UpdateInternalData(AssetLandmark lm)
+ {
+ lock (mutex)
+ {
+ this.parcelName = lm.RegionID.ToString();
+
+ modified = true;
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs.meta b/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs.meta
new file mode 100644
index 0000000..f548e0e
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkPresenter.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 506ed0c8e7dc4c799ffdc64fbc5a5279
+timeCreated: 1641492082
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs b/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs
new file mode 100644
index 0000000..ff04882
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs
@@ -0,0 +1,51 @@
+using System.Collections;
+using System.Collections.Generic;
+using OpenMetaverse;
+using TMPro;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class LandmarkView : MonoBehaviour
+{
+ public Image image;
+ public TMP_Text parcelName;
+ public TMP_Text simName;
+ public TMP_Text localCoords;
+ public TMP_Text parcelDesc;
+
+ private LandmarkPresenter presenter;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ Debug.LogError("landmarkclasses: this class is not ready for use!");
+
+ //todo : specify uuid.
+ var invLMrequested= new InventoryLandmark(UUID.Zero);
+ LandmarkPresenter presenter = new LandmarkPresenter(this, invLMrequested);
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ PollPresenterAndUpdate();
+ }
+
+ // access the modified bool in presenter, if it is true, we need to update ourselves.
+ private void PollPresenterAndUpdate()
+ {
+ lock (presenter.mutex)
+ {
+ if (presenter.modified == false)
+ {
+ return;
+ }
+
+ //update ui.
+ parcelName.text = presenter.parcelName;
+ presenter.modified = false;
+ }
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs.meta b/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs.meta
new file mode 100644
index 0000000..d8040ec
--- /dev/null
+++ b/Assets/Raindrop/UI/map/Landmarks/LandmarkView.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 413567b9590fa7e4a8bdc0e411130611
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Raindrop/UI/map/MapModel.cs b/Assets/Raindrop/UI/map/MapModel.cs
index 50675a0..29c3d66 100644
--- a/Assets/Raindrop/UI/map/MapModel.cs
+++ b/Assets/Raindrop/UI/map/MapModel.cs
@@ -21,20 +21,27 @@ namespace Raindrop.UI.Model
class MapModel
{
+ // i fetch images.
private MapFetcher mapFetcher;
+ // i cache images to disk.
private MapCache mapCache;
+ #region globalrefs
private RaindropInstance instance { get { return ServiceLocator.ServiceLocator.Instance.Get(); } }
private RaindropNetcom netcom { get { return instance.Netcom; } }
private GridClient client { get { return instance.Client; } }
bool Active => instance.Client.Network.Connected;
-
+ #endregion
+
+ #region instance vars
//the current zoom level that the user is requesting.
// 1 - one 256^2 texture is 1 sim.
// ...
// 4 - one 256^2 texture is 8*8 sims.
public int zoomLevel;
+ #endregion
+
public MapModel()
{
//mapFetcher = UtilsUnity.ServiceLocator.Instance.Get();
diff --git a/Assets/Raindrop/UI/map/MapScenePresenter.cs b/Assets/Raindrop/UI/map/MapScenePresenter.cs
index 8dce24c..8f34904 100644
--- a/Assets/Raindrop/UI/map/MapScenePresenter.cs
+++ b/Assets/Raindrop/UI/map/MapScenePresenter.cs
@@ -15,22 +15,20 @@ using Raindrop.UI.Model;
namespace Raindrop.UI.Presenters
{
- ///
- /// Presenter
- /// I am used by
- /// 1. mapUI (go)
- /// 2. mapScene (go)
- /// I do not have an update loop. I am driven by the above 2 players.
- ///
+ //some key ideas:
+ /* if my finger is clicking the map, I have intention to navigate and pan the map.
+ * if my finger is not clicking the map, I have no intention to do anything with the map.
+ *
+ * if i tap the map, the informaiton of the coordinate i tap will be displayed as a card.
+ *
+ * i only fetch the map if my camera is shooting at it.
+ *
+ */
public class MapScenePresenter
{
- private static MapScenePresenter _Instance;
- //private MapSceneView mapSceneView;
private MapModel mapModel;
- private bool needRepaint;
- GridLayer visibleRanges;
public event EventHandler MapClicked;
public virtual void OnMapClick(ulong regionCoords) //protected virtual method
@@ -39,18 +37,7 @@ namespace Raindrop.UI.Presenters
MapClicked?.Invoke(this, regionCoords.ToString() + "to implement sim name and pos as string in event. ");
}
- public static MapScenePresenter getInstance()
- {
- return _Instance ?? (_Instance = new MapScenePresenter());
- }
-
- private RaindropInstance instance { get { return ServiceLocator.ServiceLocator.Instance.Get(); } }
- private RaindropNetcom netcom { get { return instance.Netcom; } }
- private GridClient client { get { return instance.Client; } }
- bool Active => instance.Client.Network.Connected;
-
-
- private MapScenePresenter(/*MapSceneView mapSceneView*/)
+ public MapScenePresenter(MapUIView mapUIView, MapSceneView mapSceneView)
{
//this.mapSceneView = mapSceneView;
@@ -59,17 +46,6 @@ namespace Raindrop.UI.Presenters
mapModel = new MapModel();
}
- public void setViewAt(Vector2 at)
- {
-
-
- }
-
- public void reset()
- {
- throw new NotImplementedException();
- }
-
///
/// get a list of region handles that are visible to the camera.
diff --git a/Assets/Raindrop/UI/map/model/MapFetcher.cs b/Assets/Raindrop/UI/map/model/MapFetcher.cs
index 08ace43..80318a4 100644
--- a/Assets/Raindrop/UI/map/model/MapFetcher.cs
+++ b/Assets/Raindrop/UI/map/model/MapFetcher.cs
@@ -68,10 +68,7 @@ namespace Raindrop.Map.Model
// obtains the image from URL, decodes it in main thread, the stores data in the appropriate maptile.
public MapTile GetRegionTileExternal(ulong handle, int zoom)
{
- if ((zoom > 4) || (zoom < 1))
- {
- return null;
- }
+ zoom = 1;
if (tryGetMapTile(handle, 1) != null)
{
@@ -90,7 +87,7 @@ namespace Raindrop.Map.Model
regX /= regionSize;
regY /= regionSize;
//int zoom = 1;
- MapTile res = null;
+ MapTile res = new MapTile(256,256);
downloader.QueueDownlad(
new Uri(string.Format("http://map.secondlife.com/map-{0}-{1}-{2}-objects.jpg", zoom, regX, regY)),
20 * 1000,
@@ -117,11 +114,10 @@ namespace Raindrop.Map.Model
{
gottenData.Enqueue(new MapData(handle, responseData));
}
-
- //MapTile tile = mapTilesManager.setEmptyTile(handle); //Tile is a empty tile right now -- we write to it soon.
-
+
+
//run jpeg decoding on the main thread, for now.
- //mainThreadInstance.Enqueue(DecodeDataToTexAsync(tile, responseData));
+ mainThreadInstance.Enqueue(DecodeDataToTexAsync(res, responseData));
lock (tileRequests)
{
@@ -139,7 +135,7 @@ namespace Raindrop.Map.Model
);
- return null; // problem: since the callback takes a while to complete, the res is obviously a null when this line is reached.
+ return res; // inside res, it is notready.
//lock (mapData.sceneTiles)
//{
@@ -153,8 +149,13 @@ namespace Raindrop.Map.Model
{
try
{
- Texture2D _tex = output_tile.getTex();
- bool success = _tex.LoadImage(responseData);
+ lock (output_tile.getTex())
+ {
+ Texture2D _tex = output_tile.getTex();
+ bool success = _tex.LoadImage(responseData); //warn: main thread only.
+ output_tile.isReady = true;
+ }
+
}
catch (Exception w)
{
diff --git a/Assets/Raindrop/UI/map/model/MapTile.cs b/Assets/Raindrop/UI/map/model/MapTile.cs
index 30a3713..8247542 100644
--- a/Assets/Raindrop/UI/map/model/MapTile.cs
+++ b/Assets/Raindrop/UI/map/model/MapTile.cs
@@ -16,6 +16,8 @@ namespace Raindrop.Map.Model
private ulong gridHandle;
+ public bool isReady = false;
+
private static Texture2D emptyTexture = Texture2D.redTexture;
public MapTile(int width, int height)
diff --git a/Assets/Raindrop/UI/map/view/MapSceneView.cs b/Assets/Raindrop/UI/map/view/MapSceneView.cs
index dcade06..d6c1022 100644
--- a/Assets/Raindrop/UI/map/view/MapSceneView.cs
+++ b/Assets/Raindrop/UI/map/view/MapSceneView.cs
@@ -63,7 +63,6 @@ namespace Raindrop.UI.Views
private void Awake()
{
cameraView = cameraViewGO.GetComponent();
- mapPoolPresenter = MapScenePresenter.getInstance();
}
diff --git a/Assets/Raindrop/UI/map/view/MapUI.cs b/Assets/Raindrop/UI/map/view/MapUIView.cs
similarity index 58%
rename from Assets/Raindrop/UI/map/view/MapUI.cs
rename to Assets/Raindrop/UI/map/view/MapUIView.cs
index 9ce9876..788bbec 100644
--- a/Assets/Raindrop/UI/map/view/MapUI.cs
+++ b/Assets/Raindrop/UI/map/view/MapUIView.cs
@@ -11,42 +11,41 @@ using OpenMetaverse;
using Raindrop.Map;
using Raindrop.UI;
using Raindrop.UI.Presenters;
+using UnityEngine.Serialization;
namespace Raindrop.UI.Views
{
// UI for the map viewing.
- public class MapUI : MonoBehaviour
+ // attach to the UI of map viewer.
+ public class MapUIView : MonoBehaviour
{
- private MapScenePresenter msp => MapScenePresenter.getInstance();
-
// map manager. keeps track of mapsGOs. creates new mapGOs from prefabs. culls those that are no longer visible. fetches those that need to be viewed.
[SerializeField]
- public GameObject mapScene_GameObject;
- private MapSceneView mapSceneRenderer;
+ public MapSceneView mapSceneGraph_Root;
+ private MapScenePresenter msp;
+
//reset the view to daboom.
[SerializeField]
- public GameObject resetButtonGO;
- private Button button;
-
+ public Button button;
+
+
private void Awake()
{
- mapSceneRenderer = mapScene_GameObject.GetComponent();
+ button.onClick.AddListener(OnClick_ResetView);
- button = resetButtonGO.GetComponent