300 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			300 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C#
		
	
	
	
|  | // Author: Daniele Giardini - http://www.demigiant.com | |||
|  | // Created: 2018/07/13 | |||
|  | 
 | |||
|  | using System; | |||
|  | using UnityEngine; | |||
|  | using DG.Tweening.Core; | |||
|  | using DG.Tweening.Plugins.Options; | |||
|  | 
 | |||
|  | #pragma warning disable 1591 | |||
|  | namespace DG.Tweening | |||
|  | { | |||
|  |     /// <summary> | |||
|  |     /// Shortcuts/functions that are not strictly related to specific Modules | |||
|  |     /// but are available only on some Unity versions | |||
|  |     /// </summary> | |||
|  | 	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 | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param> | |||
|  |         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)); | |||
|  |             } | |||
|  |             return s; | |||
|  |         } | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="gradient">The gradient to use</param> | |||
|  |         /// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         public static 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)); | |||
|  |             } | |||
|  |             return s; | |||
|  |         } | |||
|  | 
 | |||
|  |         #endregion | |||
|  | 
 | |||
|  |         #endregion | |||
|  | #endif | |||
|  | 
 | |||
|  | #if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER | |||
|  |         #region Unity 5.3 or Newer | |||
|  | 
 | |||
|  |         #region CustomYieldInstructions | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete. | |||
|  |         /// It can be used inside a coroutine as a yield. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code> | |||
|  |         /// </summary> | |||
|  |         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); | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded. | |||
|  |         /// It can be used inside a coroutine as a yield. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code> | |||
|  |         /// </summary> | |||
|  |         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); | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed. | |||
|  |         /// It can be used inside a coroutine as a yield. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code> | |||
|  |         /// </summary> | |||
|  |         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); | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> 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. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code> | |||
|  |         /// </summary> | |||
|  |         /// <param name="elapsedLoops">Elapsed loops to wait for</param> | |||
|  |         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); | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> 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. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code> | |||
|  |         /// </summary> | |||
|  |         /// <param name="position">Position (loops included, delays excluded) to wait for</param> | |||
|  |         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); | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Returns a <see cref="CustomYieldInstruction"/> 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. | |||
|  |         /// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code> | |||
|  |         /// </summary> | |||
|  |         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 | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param> | |||
|  |         /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) | |||
|  |         { | |||
|  |             if (!target.HasProperty(propertyID)) { | |||
|  |                 if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); | |||
|  |                 return null; | |||
|  |             } | |||
|  |             TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); | |||
|  |             t.SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param> | |||
|  |         /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) | |||
|  |         { | |||
|  |             if (!target.HasProperty(propertyID)) { | |||
|  |                 if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); | |||
|  |                 return null; | |||
|  |             } | |||
|  |             TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); | |||
|  |             t.SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         #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 | |||
|  | } |