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+
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.XML b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.XML
new file mode 100644
index 0000000..2b1b76a
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.XML
@@ -0,0 +1,2631 @@
+
+
+
+ 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
+
+
+
+
+ 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
+
+
+
+
+ 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 withing all possible project assembly names
+
+
+
+
+ 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
+
+
+
+ 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
+
+
+ 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
+
+
+ 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
+
+
+ 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
+
+
+
+ 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
+
+
+ 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 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
+
+
+
+ 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
+
+
+
+ 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)
+
+
+
+ Path control point
+
+
+
+
+ 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
+
+
+ Kills the tween
+ If TRUE completes the tween before killing it
+
+
+ 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
+ If TRUE includes the eventual tween delay, otherwise skips it
+ If >= 0 changes the startup delay to this value, otherwise doesn't touch it
+
+
+ Rewinds and pauses the tween
+ 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 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.
+ 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 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)
+
+
+ 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) or CatmullRom (curved CatmullRom path)
+ 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) or CatmullRom (curved CatmullRom path)
+ 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
+
+
+ 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
+
+
+ Sets a delayed startup for the tween.
+ Has no effect on Sequences or if the tween has already started
+
+
+ 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 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 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 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)
+
+
+
+ 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 wil go backwards
+
+
+ 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
+
+
+ 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
+
+
+ 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/Plugin_DOTween/DOTween/DOTween.XML.meta b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.XML.meta
new file mode 100644
index 0000000..f19d71e
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@@ -0,0 +1,7 @@
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new file mode 100644
index 0000000..3c0b31f
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll.meta b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll.meta
new file mode 100644
index 0000000..6f54eaf
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+ iconMap: {}
+ executionOrder: {}
+ defineConstraints: []
+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 1
+ settings: {}
+ - first:
+ Editor: Editor
+ second:
+ enabled: 0
+ settings:
+ DefaultValueInitialized: true
+ - first:
+ Windows Store Apps: WindowsStoreApps
+ second:
+ enabled: 0
+ settings:
+ CPU: AnyCPU
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor.meta
new file mode 100644
index 0000000..dfe0c9a
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@@ -0,0 +1,8 @@
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+DefaultImporter:
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 0000000..92ab578
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,98 @@
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta
new file mode 100644
index 0000000..d24d1cd
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+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll
new file mode 100644
index 0000000..e3be88c
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll.meta
new file mode 100644
index 0000000..c2267a4
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+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 0
+ settings: {}
+ - first:
+ Editor: Editor
+ second:
+ enabled: 1
+ settings:
+ DefaultValueInitialized: true
+ - first:
+ Windows Store Apps: WindowsStoreApps
+ second:
+ enabled: 0
+ settings:
+ CPU: AnyCPU
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs.meta
new file mode 100644
index 0000000..4136c10
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+folderAsset: yes
+DefaultImporter:
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+ userData:
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png
new file mode 100644
index 0000000..d06fc7c
Binary files /dev/null and b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png differ
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png.meta
new file mode 100644
index 0000000..41296f1
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/Imgs/DOTweenIcon.png.meta
@@ -0,0 +1,88 @@
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+ mipmaps:
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules.meta
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs
new file mode 100644
index 0000000..821a653
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs
@@ -0,0 +1,195 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true // MODULE_MARKER
+using System;
+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 Tweener DOFade(this AudioSource target, float endValue, float duration)
+ {
+ if (endValue < 0) endValue = 0;
+ else if (endValue > 1) endValue = 1;
+ return DOTween.To(() => target.volume, x => target.volume = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOPitch(this AudioSource target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration).SetTarget(target);
+ }
+
+ #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 Tweener DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
+ {
+ return DOTween.To(()=> {
+ float currVal;
+ target.GetFloat(floatName, out currVal);
+ return currVal;
+ }, x=> target.SetFloat(floatName, x), endValue, duration)
+ .SetTarget(target);
+ }
+
+ #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/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs.meta
new file mode 100644
index 0000000..fddf54d
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs
new file mode 100644
index 0000000..1d92f58
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs
@@ -0,0 +1,212 @@
+// 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 Tweener DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration)
+ .SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration)
+ .SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener 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 Tweener 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) or CatmullRom (curved CatmullRom path)
+ /// 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) or CatmullRom (curved CatmullRom path)
+ /// 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/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs.meta
new file mode 100644
index 0000000..4a74062
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8d5080f56d173b94995c0b660d5a54bb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs
new file mode 100644
index 0000000..a06d74d
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs
@@ -0,0 +1,101 @@
+// 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;
+
+#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 Tweener DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration)
+ .SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DORotate(this Rigidbody2D target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #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;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
new file mode 100644
index 0000000..a307f00
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 152ad9e83a246b34d8264c220821ddd7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs
new file mode 100644
index 0000000..f2a1dd5
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs
@@ -0,0 +1,88 @@
+// 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;
+
+#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 Tweener DOColor(this SpriteRenderer target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOFade(this SpriteRenderer target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// 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));
+ }
+ 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/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs.meta
new file mode 100644
index 0000000..b31ba05
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0db6336e7ea460c4c94253d24a8496d9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs
new file mode 100644
index 0000000..e01671a
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs
@@ -0,0 +1,570 @@
+// 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 UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+
+#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 Tweener DOFade(this CanvasGroup target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #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 Tweener DOColor(this Graphic target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOFade(this Graphic target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #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 Tweener DOColor(this Image target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOFade(this Image target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// 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 Tweener DOFillAmount(this Image target, float endValue, float duration)
+ {
+ if (endValue > 1) endValue = 1;
+ else if (endValue < 0) endValue = 0;
+ return DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// 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));
+ }
+ 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 Tweener DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
+ target.flexibleWidth = x.x;
+ target.flexibleHeight = x.y;
+ }, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
+ target.minWidth = x.x;
+ target.minHeight = x.y;
+ }, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
+ target.preferredWidth = x.x;
+ target.preferredHeight = x.y;
+ }, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ #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 Tweener DOColor(this Outline target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOFade(this Outline target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// 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 Tweener DOScale(this Outline target, Vector2 endValue, float duration)
+ {
+ return DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ #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 Tweener DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// 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 Tweener DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ }
+ /// 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 Tweener DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration)
+ .SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+ /// 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 Tweener DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration)
+ .SetOptions(AxisConstraint.X, snapping).SetTarget(target);
+ }
+ /// 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 Tweener DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration)
+ .SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
+ }
+ /// 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 Tweener DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration)
+ .SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOPivot(this RectTransform target, Vector2 endValue, float duration)
+ {
+ return DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration)
+ .SetTarget(target);
+ }
+ /// 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 Tweener DOPivotX(this RectTransform target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration)
+ .SetOptions(AxisConstraint.X).SetTarget(target);
+ }
+ /// 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 Tweener DOPivotY(this RectTransform target, float endValue, float duration)
+ {
+ return DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration)
+ .SetOptions(AxisConstraint.Y).SetTarget(target);
+ }
+
+ /// 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 Tweener DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ /// 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 Tweener DOValue(this Slider target, float endValue, float duration, bool snapping = false)
+ {
+ return DOTween.To(() => target.value, x => target.value = x, endValue, duration)
+ .SetOptions(snapping).SetTarget(target);
+ }
+
+ #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 Tweener DOColor(this Text target, Color endValue, float duration)
+ {
+ return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOFade(this Text target, float endValue, float duration)
+ {
+ return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
+ .SetTarget(target);
+ }
+
+ /// 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 Tweener DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ return DOTween.To(() => target.text, x => target.text = x, endValue, duration)
+ .SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ }
+
+ #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
+
+ #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/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs.meta
new file mode 100644
index 0000000..5a2c9f3
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9ec6ee3b79441bb4eaba2c7c83e94332
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs
new file mode 100644
index 0000000..33b897c
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs
@@ -0,0 +1,294 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+
+#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));
+ }
+ 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));
+ }
+ 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 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 Tweener DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ return DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration).SetTarget(target);
+ }
+
+ /// 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 Tweener DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
+ {
+ if (!target.HasProperty(propertyID)) {
+ if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
+ return null;
+ }
+ return DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration).SetTarget(target);
+ }
+
+ #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/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
new file mode 100644
index 0000000..a078ffc
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
@@ -0,0 +1,11 @@
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+guid: 8ef21f4710cffb942a217901f9788fd1
+MonoImporter:
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+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs
new file mode 100644
index 0000000..d25b741
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs
@@ -0,0 +1,153 @@
+// 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
+ [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");
+ }
+#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;
+#if true // PHYSICS_MARKER
+ Rigidbody rBody = tweenRigidbody ? target.GetComponent() : null;
+ if (tweenRigidbody && rBody != null) {
+ t = isLocal
+ ? rBody.DOLocalPath(path, duration, pathMode)
+ : rBody.DOPath(path, duration, pathMode);
+ } else {
+ t = isLocal
+ ? target.transform.DOLocalPath(path, duration, pathMode)
+ : target.transform.DOPath(path, duration, pathMode);
+ }
+#else
+ t = isLocal
+ ? target.transform.DOLocalPath(path, duration, pathMode)
+ : target.transform.DOPath(path, duration, pathMode);
+#endif
+ return t;
+ }
+
+ #endregion
+ }
+ }
+}
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new file mode 100644
index 0000000..78f1445
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@@ -0,0 +1,11 @@
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diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/readme.txt b/Assets/Plugins/Plugin_DOTween/DOTween/readme.txt
new file mode 100644
index 0000000..37ff7ef
--- /dev/null
+++ b/Assets/Plugins/Plugin_DOTween/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/Plugin_DOTween/DOTween/readme.txt.meta b/Assets/Plugins/Plugin_DOTween/DOTween/readme.txt.meta
new file mode 100644
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new file mode 100644
index 0000000..8add8f5
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+++ b/Assets/Plugins/Plugin_DOTween/Resources/DOTweenSettings.asset
@@ -0,0 +1,43 @@
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new file mode 100644
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diff --git a/Assets/Scenes/SampleScene.unity.meta b/Assets/Scenes/SampleScene.unity.meta
new file mode 100644
index 0000000..9531828
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
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+++ b/Assets/Scripts.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Anim.meta b/Assets/Scripts/Anim.meta
new file mode 100644
index 0000000..28d3d00
--- /dev/null
+++ b/Assets/Scripts/Anim.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Anim/AnimExtension.cs b/Assets/Scripts/Anim/AnimExtension.cs
new file mode 100644
index 0000000..c010f82
--- /dev/null
+++ b/Assets/Scripts/Anim/AnimExtension.cs
@@ -0,0 +1,145 @@
+using DG.Tweening;
+using UnityEngine;
+using UnityEngine.UI;
+
+//动画扩展类
+public static class AnimExtension
+{
+ //数字格式化
+ private static string Format(double num, string format = "f1", bool symbol = false, string unit = "")
+ {
+ if (num > 0 && symbol)
+ {
+ return "+" + num.ToString(format) + unit;
+ }
+ else
+ {
+ return num.ToString(format) + unit;
+ }
+ }
+
+ ///
+ /// 文本动画
+ ///
+ /// 文本组件
+ /// 目标数值
+ /// 显示格式
+ /// 持续时间
+ /// 延迟时间
+ /// 正数前是否显示"+"号
+ public static Tweener DOTextAnim(this Text text, double num, float duration = 1f, string format = "f1", float delay = 0f, string unit = "", bool symbol = false)
+ {
+ if (text == null) return null;
+ double data = 0;
+ text.text = Format(data, format, symbol, unit);
+ return DOTween.To(() => data, (x) => { data = x; text.text = Format(data, format, symbol, unit); }, num, duration).SetDelay(delay);
+ }
+
+ ///
+ /// 文本动画
+ ///
+ /// 文本组件
+ /// 起始数值
+ /// 目标数值
+ /// 持续时间
+ /// 显示格式
+ /// 延迟事件
+ /// 单位
+ /// 是否显示"+"号
+ public static Tweener DOTextAnim(this Text text, double fromNum, double toNum, float duration = 1f, string format = "f1", float delay = 0f, string unit = "", bool symbol = false)
+ {
+ if (text == null) return null;
+ double data = fromNum;
+ text.text = Format(data, format, symbol);
+ return DOTween.To(() => data, (x) => { data = x; text.text = Format(data, format, symbol); }, toNum, duration).SetDelay(delay);
+ }
+
+ ///
+ /// Slider 动画
+ ///
+ /// Slider 组件
+ /// 目标数值
+ /// 持续时间
+ /// 延迟时间
+ public static Tweener DOSliderAnim(this Slider slider, float num, float duration = 1f, float delay = 0f)
+ {
+ if (slider == null) return null;
+ slider.value = 0;
+ return DOTween.To(() => slider.value, (x) => slider.value = x, num, duration).SetDelay(delay);
+ }
+
+ ///
+ /// Image 的 fillAmount 动画
+ ///
+ /// Image组件
+ /// 目标数值
+ /// 持续时间
+ /// 延迟时间
+ public static Tweener DOFillAnim(this Image image, float num, float duration = 1f, float delay = 0f)
+ {
+ if (image == null) return null;
+ image.fillAmount = 0;
+ return image.DOFillAmount(num, duration).SetDelay(delay);
+ }
+
+ ///
+ /// Scroll 垂直滚动动画
+ ///
+ /// Scroll 组件
+ /// 持续时间
+ /// 延迟时间
+ public static Tweener DOVerticalAnim(this ScrollRect scroll, float duration = 30f, float delay = 1f)
+ {
+ scroll.DOKill();
+ scroll.verticalNormalizedPosition = 1f;
+ return scroll.DOVerticalNormalizedPos(0, duration).SetEase(Ease.Linear).SetLoops(-1, LoopType.Restart).SetDelay(delay);
+ }
+
+ ///
+ /// Scroll 水平滚动动画
+ ///
+ /// Scroll 组件
+ /// 持续时间
+ /// 延迟时间
+ public static Tweener DOHorizontalAnim(this ScrollRect scroll, float duration = 30f, float delay = 1f)
+ {
+ scroll.DOKill();
+ scroll.horizontalNormalizedPosition = 0f;
+ return scroll.DOHorizontalNormalizedPos(1, duration).SetEase(Ease.Linear).SetLoops(-1, LoopType.Restart).SetDelay(delay);
+ }
+
+ ///
+ /// 材质动画
+ ///
+ /// 材质对象
+ /// 属性名称
+ /// 目标值
+ /// 初始值
+ /// 动画时间
+ /// 延迟
+ public static Tweener DoPropertyAnim(this Material material, string property, float endValue, float startValue = 0f, float duration = 1f, float delay = 0f)
+ {
+ if (material == null) { return null; }
+ if (!material.HasProperty(property)) { return null; }
+ material.SetFloat(property, startValue);
+ float data = startValue;
+ return DOTween.To(() => data, (x) => { data = x; material.SetFloat(property, x); }, endValue, duration).SetDelay(delay);
+ }
+
+ ///
+ /// 材质颜色动画
+ ///
+ /// 材质对象
+ /// 属性名称
+ /// 目标颜色
+ /// 动画时间
+ /// 延迟
+ public static Tweener DoColorAnim(this Material material, string property, Color endColor, float duration = 1f, float delay = 0f)
+ {
+ if (material == null) { return null; }
+ if (!material.HasProperty(property)) { return null; }
+ Color color = material.GetColor(property);
+ return DOTween.To(() => color, (x) => { color = x; material.SetColor(property, color); }, endColor, duration).SetDelay(delay);
+ }
+
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Anim/AnimExtension.cs.meta b/Assets/Scripts/Anim/AnimExtension.cs.meta
new file mode 100644
index 0000000..5baac86
--- /dev/null
+++ b/Assets/Scripts/Anim/AnimExtension.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Anim/SpriteAnim.cs b/Assets/Scripts/Anim/SpriteAnim.cs
new file mode 100644
index 0000000..5fb2d47
--- /dev/null
+++ b/Assets/Scripts/Anim/SpriteAnim.cs
@@ -0,0 +1,88 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class SpriteAnim : MonoBehaviour
+{
+ public bool isLoop = true;
+ public float timer = 0.1f;
+ public Sprite[] frames;
+
+ private int index = 0;
+
+ private SpriteRenderer spriteRender;
+ private Image image;
+
+ void Awake()
+ {
+ spriteRender = GetComponent();
+ image = GetComponent();
+ }
+
+ void Start()
+ {
+ index = 0;
+ Play();
+ }
+
+
+ public void Play()
+ {
+ CancelInvoke("PlayAnim");
+ InvokeRepeating("PlayAnim", 0f, timer);
+ }
+
+ public void Stop()
+ {
+ CancelInvoke("PlayAnim");
+ }
+
+ public void Reset()
+ {
+ if (index >= frames.Length)
+ {
+ CancelInvoke("PlayAnim");
+ return;
+ }
+ index = 0;
+ if (spriteRender != null)
+ {
+ spriteRender.sprite = frames[index];
+ }
+ if (image != null)
+ {
+ image.sprite = frames[index];
+ }
+ }
+
+ void PlayAnim()
+ {
+
+ if (index >= frames.Length)
+ {
+ CancelInvoke("PlayAnim");
+ return;
+ }
+ if (spriteRender != null)
+ {
+ spriteRender.sprite = frames[index];
+ }
+ if (image != null)
+ {
+ image.sprite = frames[index];
+ }
+ index++;
+ if (index >= frames.Length)
+ {
+ if (isLoop)
+ {
+ index = 0;
+ }
+ else
+ {
+ CancelInvoke("PlayAnim");
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Anim/SpriteAnim.cs.meta b/Assets/Scripts/Anim/SpriteAnim.cs.meta
new file mode 100644
index 0000000..ff4a5f4
--- /dev/null
+++ b/Assets/Scripts/Anim/SpriteAnim.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f79db764f82d97540b4fa307731a557b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Anim/TweenAlpha.cs b/Assets/Scripts/Anim/TweenAlpha.cs
new file mode 100644
index 0000000..dfcff84
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenAlpha.cs
@@ -0,0 +1,203 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+using UnityEngine.UI;
+
+public class TweenAlpha : MonoBehaviour
+{
+ [Range(0f, 1f)]
+ public float from = 0f;
+ [Range(0f, 1f)]
+ public float to = 1f;
+
+ public TweenStyle playStyle = TweenStyle.Once;
+
+ public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
+
+ public float timer = 1f;
+
+ private Tween tweener = null;
+
+ private SpriteRenderer spriteRender;
+ private Image image;
+ private Text text;
+
+ void Awake()
+ {
+ spriteRender = GetComponent();
+ image = GetComponent();
+ text = GetComponent();
+ }
+
+ void Start()
+ {
+ PlayForward();
+ }
+
+ public void PlayForward()
+ {
+ ResetToBegining();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(to, timer).SetEase(curve);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(to, timer).SetEase(curve);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(to, timer).SetEase(curve);
+ }
+ break;
+ case TweenStyle.Loop:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ break;
+ case TweenStyle.PingPong:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ break;
+ }
+ }
+
+ public void PlayReverse()
+ {
+ ResetToEnding();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(from, timer).SetEase(curve);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(from, timer).SetEase(curve);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(from, timer).SetEase(curve);
+ }
+ break;
+ case TweenStyle.Loop:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ break;
+ case TweenStyle.PingPong:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (image != null)
+ {
+ tweener = image.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (text != null)
+ {
+ tweener = text.DOFade(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ break;
+ }
+ }
+
+ public void Stop()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ }
+
+ public void Pause()
+ {
+ if (tweener != null)
+ {
+ tweener.Pause();
+ }
+ }
+
+ public void Play()
+ {
+ if (tweener != null)
+ {
+ tweener.Play();
+ }
+ }
+
+ public void ResetToBegining()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ if (spriteRender != null)
+ {
+ spriteRender.DOFade(from, 0f);
+ }
+ if (image != null)
+ {
+ image.DOFade(from, 0f);
+ }
+ if (text != null)
+ {
+ text.DOFade(from, 0f);
+ }
+ }
+
+ public void ResetToEnding()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ if (spriteRender != null)
+ {
+ spriteRender.DOFade(to, 0f);
+ }
+ if (image != null)
+ {
+ image.DOFade(to, 0f);
+ }
+ if (text != null)
+ {
+ text.DOFade(to, 0f);
+ }
+ }
+
+
+}
diff --git a/Assets/Scripts/Anim/TweenAlpha.cs.meta b/Assets/Scripts/Anim/TweenAlpha.cs.meta
new file mode 100644
index 0000000..bdc40a5
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenAlpha.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a50bb6b8f89d76648bff834c0bd96926
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Anim/TweenColor.cs b/Assets/Scripts/Anim/TweenColor.cs
new file mode 100644
index 0000000..94511f5
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenColor.cs
@@ -0,0 +1,199 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+using UnityEngine.UI;
+
+public class TweenColor : MonoBehaviour
+{
+ public Color from = Color.white;
+ public Color to = Color.white;
+
+ public TweenStyle playStyle = TweenStyle.Once;
+
+ public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
+
+ public float timer = 1f;
+
+ private Tween tweener = null;
+
+ private SpriteRenderer spriteRender;
+ private Image image;
+ private Text text;
+
+ void Awake()
+ {
+ spriteRender = GetComponent();
+ image = GetComponent();
+ text = GetComponent();
+ }
+
+ void Start()
+ {
+ PlayForward();
+ }
+
+ public void PlayForward()
+ {
+ ResetToBegining();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(to, timer).SetEase(curve);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(to, timer).SetEase(curve);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(to, timer).SetEase(curve);
+ }
+ break;
+ case TweenStyle.Loop:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(to, timer).SetEase(curve).SetLoops(-1);
+ }
+ break;
+ case TweenStyle.PingPong:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ break;
+ }
+ }
+
+ public void PlayReverse()
+ {
+ ResetToEnding();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(from, timer).SetEase(curve);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(from, timer).SetEase(curve);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(from, timer).SetEase(curve);
+ }
+ break;
+ case TweenStyle.Loop:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(from, timer).SetEase(curve).SetLoops(-1);
+ }
+ break;
+ case TweenStyle.PingPong:
+ if (spriteRender != null)
+ {
+ tweener = spriteRender.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (image != null)
+ {
+ tweener = image.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ if (text != null)
+ {
+ tweener = text.DOColor(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ }
+ break;
+ }
+ }
+
+ public void Stop()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ }
+
+ public void Pause()
+ {
+ if (tweener != null)
+ {
+ tweener.Pause();
+ }
+ }
+
+ public void Play()
+ {
+ if (tweener != null)
+ {
+ tweener.Play();
+ }
+ }
+
+ public void ResetToBegining()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ if (spriteRender != null)
+ {
+ spriteRender.color = from;
+ }
+ if (image != null)
+ {
+ image.color = from;
+ }
+ if (text != null)
+ {
+ text.color = from;
+ }
+ }
+
+ public void ResetToEnding()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ if (spriteRender != null)
+ {
+ spriteRender.color = to;
+ }
+ if (image != null)
+ {
+ image.color = to;
+ }
+ if (text != null)
+ {
+ text.color = to;
+ }
+ }
+}
diff --git a/Assets/Scripts/Anim/TweenColor.cs.meta b/Assets/Scripts/Anim/TweenColor.cs.meta
new file mode 100644
index 0000000..b26b032
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenColor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c823cb77710c56146b251bac920e7022
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Anim/TweenPosition.cs b/Assets/Scripts/Anim/TweenPosition.cs
new file mode 100644
index 0000000..6d29a60
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenPosition.cs
@@ -0,0 +1,117 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+
+public enum TweenStyle
+{
+ Once,
+ Loop,
+ PingPong,
+}
+
+public class TweenPosition : MonoBehaviour
+{
+
+#if UNITY_EDITOR
+ private void Reset()
+ {
+ from = transform.localPosition;
+ to = transform.localPosition;
+ }
+#endif
+
+
+ public Vector3 from;
+ public Vector3 to;
+
+ public TweenStyle playStyle = TweenStyle.Once;
+
+ public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
+
+ public float timer = 1f;
+
+ private Tween tweener = null;
+
+ // Use this for initialization
+ void Start()
+ {
+ PlayForward();
+ }
+
+ public void PlayForward()
+ {
+ ResetToBegining();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOLocalMove(to, timer).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOLocalMove(to, timer).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOLocalMove(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void PlayReverse()
+ {
+ ResetToEnding();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOLocalMove(from, timer).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOLocalMove(from, timer).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOLocalMove(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void Stop()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ }
+
+ public void Pause()
+ {
+ if (tweener != null)
+ {
+ tweener.Pause();
+ }
+ }
+
+ public void Play()
+ {
+ if (tweener != null)
+ {
+ tweener.Play();
+ }
+ }
+
+ public void ResetToBegining()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localPosition = from;
+ }
+
+ public void ResetToEnding()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localPosition = to;
+ }
+}
diff --git a/Assets/Scripts/Anim/TweenPosition.cs.meta b/Assets/Scripts/Anim/TweenPosition.cs.meta
new file mode 100644
index 0000000..52991da
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenPosition.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c3b49052cf29a8940b63eb802280c4c8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Anim/TweenRotation.cs b/Assets/Scripts/Anim/TweenRotation.cs
new file mode 100644
index 0000000..b977eb3
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenRotation.cs
@@ -0,0 +1,109 @@
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class TweenRotation : MonoBehaviour
+{
+#if UNITY_EDITOR
+ private void Reset()
+ {
+ from = transform.localEulerAngles;
+ to = transform.localEulerAngles;
+ }
+#endif
+
+ public Vector3 from = Vector3.zero;
+ public Vector3 to = Vector3.zero;
+
+ public TweenStyle playStyle = TweenStyle.Once;
+
+ public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
+
+ public float timer = 1f;
+
+ private Tween tweener = null;
+
+
+ // Use this for initialization
+ void Start()
+ {
+ PlayForward();
+ }
+
+ public void PlayForward()
+ {
+ ResetToBegining();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOLocalRotate(to, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void PlayReverse()
+ {
+ ResetToEnding();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOLocalRotate(from, timer, RotateMode.FastBeyond360).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void Stop()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ }
+
+ public void Pause()
+ {
+ if (tweener != null)
+ {
+ tweener.Pause();
+ }
+ }
+
+ public void Play()
+ {
+ if (tweener != null)
+ {
+ tweener.Play();
+ }
+ }
+
+ public void ResetToBegining()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localEulerAngles = from;
+ }
+
+ public void ResetToEnding()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localEulerAngles = to;
+ }
+}
diff --git a/Assets/Scripts/Anim/TweenRotation.cs.meta b/Assets/Scripts/Anim/TweenRotation.cs.meta
new file mode 100644
index 0000000..6d49c97
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenRotation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ee5bbb9e760a3c14298e6856bcf949b6
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Anim/TweenScale.cs b/Assets/Scripts/Anim/TweenScale.cs
new file mode 100644
index 0000000..ab8a84f
--- /dev/null
+++ b/Assets/Scripts/Anim/TweenScale.cs
@@ -0,0 +1,109 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+
+public class TweenScale : MonoBehaviour
+{
+#if UNITY_EDITOR
+ private void Reset()
+ {
+ from = transform.localScale;
+ to = transform.localScale;
+ }
+#endif
+
+ public Vector3 from = Vector3.one;
+ public Vector3 to = Vector3.one;
+
+ public TweenStyle playStyle = TweenStyle.Once;
+
+ public AnimationCurve curve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
+
+ public float timer = 1f;
+
+ private Tween tweener = null;
+
+ // Use this for initialization
+ void Start()
+ {
+ PlayForward();
+ }
+
+ public void PlayForward()
+ {
+ ResetToBegining();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOScale(to, timer).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOScale(to, timer).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOScale(to, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void PlayReverse()
+ {
+ ResetToEnding();
+ switch (playStyle)
+ {
+ case TweenStyle.Once:
+ tweener = transform.DOScale(from, timer).SetEase(curve);
+ break;
+ case TweenStyle.Loop:
+ tweener = transform.DOScale(from, timer).SetEase(curve).SetLoops(-1);
+ break;
+ case TweenStyle.PingPong:
+ tweener = transform.DOScale(from, timer).SetEase(curve).SetLoops(-1, LoopType.Yoyo);
+ break;
+ }
+ }
+
+ public void Stop()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ }
+
+ public void Pause()
+ {
+ if (tweener != null)
+ {
+ tweener.Pause();
+ }
+ }
+
+ public void Play()
+ {
+ if (tweener != null)
+ {
+ tweener.Play();
+ }
+ }
+
+ public void ResetToBegining()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localScale = from;
+
+ }
+
+ public void ResetToEnding()
+ {
+ if (tweener != null)
+ {
+ tweener.Kill();
+ }
+ transform.localScale = to;
+ }
+}
diff --git a/Assets/Scripts/Anim/TweenScale.cs.meta b/Assets/Scripts/Anim/TweenScale.cs.meta
new file mode 100644
index 0000000..45ce920
--- /dev/null
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diff --git a/Assets/Scripts/App.meta b/Assets/Scripts/App.meta
new file mode 100644
index 0000000..e5ed5c4
--- /dev/null
+++ b/Assets/Scripts/App.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/App/AppCache.cs b/Assets/Scripts/App/AppCache.cs
new file mode 100644
index 0000000..7499f1c
--- /dev/null
+++ b/Assets/Scripts/App/AppCache.cs
@@ -0,0 +1,231 @@
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+public class AppCache
+{
+
+ public enum MonitorType
+ {
+ GNSS,
+ EnvironmentalMonitoring,
+ CrackMonitoring,
+ VibrationMonitoring,
+ SurfaceStrainMonitoring
+ }
+ public static int screenWidth = 3550;
+ public static int screenHeight = 1080;
+
+ public static string url = "https://api.zk.gzckgc.cn";
+
+ //界面
+ public static PageType cameraType = PageType.Camera1;
+ public static PageType pageType = PageType.PnlPage1;
+ //点位gnss
+ public static List iconPointList01;
+ //相机点位gnss
+ public static List iconCameraList01 = new List();
+ //点位环境监测
+ public static List iconPointList02;
+ //相机点位环境检测
+ public static List iconCameraList02 = new List();
+ //点位裂缝监测
+ public static List iconPointList03;
+ //相机点位裂缝监测
+ public static List iconCameraList03 = new List();
+ //点位加速度震动监测
+ public static List iconPointList04;
+ //相机点位加速度震动监测
+ public static List iconCameraList04 = new List();
+ public static List areaPointList01 = new List();
+ public static List areaPointList02 = new List();
+
+
+ //初始化
+ public static void Init()
+ {
+ //分辨率设置
+ if (Application.platform == RuntimePlatform.WindowsPlayer)
+ {
+ float height = Screen.width * (screenHeight / (float)screenWidth);
+ Screen.SetResolution(Screen.width, (int)height, true);
+
+ //Screen.SetResolution(screenWidth, screenHeight, true);
+ }
+ //初始化
+ cameraType = PageType.Camera1;
+ pageType = PageType.PnlPage1;
+ }
+
+
+
+ #region 页面管理
+
+ //已打开页面列表
+ private static List pageList = new List();
+
+ //打开页面
+ public static void OpenPage(PageType page)
+ {
+ if (page != PageType.Null)
+ {
+ ActionCenter.Instance.DoAction(GameEvent.OpenPage, page);
+ if (!pageList.Contains(page))
+ {
+ pageList.Add(page);
+ }
+ }
+ }
+
+ //打开页面
+ public static void OpenDialog(PageType page, T t)
+ {
+ if (page != PageType.Null)
+ {
+ ActionCenter.Instance.DoAction(GameEvent.OpenDialog, page, t);
+ if (!pageList.Contains(page))
+ {
+ pageList.Add(page);
+ }
+ }
+ }
+
+ //delay秒后打开页面
+ public static void OpenPageDelay(PageType page, float delay)
+ {
+ ActionCenter.Instance.DoActionDelay(OpenPage, delay, page);
+ }
+
+ //关闭页面
+ public static void ClosePage(PageType page)
+ {
+
+ if (pageList.Contains(page) && page != PageType.Null)
+ {
+ ActionCenter.Instance.DoAction(GameEvent.ClosePage, page);
+ pageList.Remove(page);
+ }
+ }
+
+ //关闭页面
+ public static void ClosePage(List list)
+ {
+ for (int i = 0; i < list.Count; i++)
+ {
+ if (pageList.Contains(list[i]) && list[i] != PageType.Null)
+ {
+ ActionCenter.Instance.DoAction(GameEvent.ClosePage, list[i]);
+ pageList.Remove(list[i]);
+ }
+ }
+ }
+
+ //关闭页面,参数为保留页面
+ public static void CloseAllPage(PageType page = PageType.Null)
+ {
+ for (int i = 0; i < pageList.Count; i++)
+ {
+ if (pageList[i] != page)
+ {
+ ActionCenter.Instance.DoAction(GameEvent.ClosePage, pageList[i]);
+ }
+ }
+ pageList.Clear();
+ if (page != PageType.Null)
+ {
+ pageList.Add(page);
+ }
+ }
+
+ //关闭页面,参数为保留页面
+ public static void CloseAllPage(List list)
+ {
+ //保留页面
+ List saveList = new List();
+ for (int i = 0; i < list.Count; i++)
+ {
+ if (list[i] != PageType.Null && pageList.Contains(list[i]))
+ {
+ saveList.Add(list[i]);
+ }
+ }
+ //关闭现有页面
+ for (int i = 0; i < pageList.Count; i++)
+ {
+ if (!saveList.Contains(pageList[i]))
+ {
+ ActionCenter.Instance.DoAction(GameEvent.ClosePage, pageList[i]);
+ }
+ }
+ pageList.Clear();
+ //当前页面更新
+ for (int i = 0; i < saveList.Count; i++)
+ {
+ pageList.Add(list[i]);
+ }
+ }
+
+
+
+ #endregion
+
+ // 根据device_sn查找在AppCache.iconCameraList01中的下标
+ public static int FindIndexInIconCameraList(string deviceSn)
+ {
+ if (AppCache.iconCameraList01 == null)
+ return -1;
+
+ // 遍历列表查找匹配的下标
+ for (int i = 0; i < AppCache.iconCameraList01.Count; i++)
+ {
+ // 从name中提取device_sn部分(去掉"_Camera"后缀)
+ string nameWithoutSuffix = AppCache.iconCameraList01[i].name.Split('_')[0];
+
+ if (nameWithoutSuffix == deviceSn)
+ {
+ return i; // 找到匹配的下标
+ }
+ }
+
+ return -1; // 未找到
+ }
+
+ public static List GetIconPointListByType(MonitorType type)
+ {
+ switch (type)
+ {
+ case MonitorType.GNSS:
+ return iconPointList01;
+ case MonitorType.EnvironmentalMonitoring:
+ return iconPointList02;
+ case MonitorType.CrackMonitoring:
+ return iconPointList03;
+ case MonitorType.VibrationMonitoring:
+ return iconPointList04;
+ default:
+ Debug.LogError("未知的监测类型: " + type);
+ return null;
+ }
+ }
+
+ public static List GetIconCameraListByType(MonitorType type)
+ {
+ switch (type)
+ {
+ case MonitorType.GNSS:
+ return iconCameraList01;
+ case MonitorType.EnvironmentalMonitoring:
+ return iconCameraList02;
+ case MonitorType.CrackMonitoring:
+ return iconCameraList03;
+ case MonitorType.VibrationMonitoring:
+ return iconCameraList04;
+ default:
+ Debug.LogError("未知的监测类型: " + type);
+ return null;
+ }
+ }
+
+}
diff --git a/Assets/Scripts/App/AppCache.cs.meta b/Assets/Scripts/App/AppCache.cs.meta
new file mode 100644
index 0000000..48b712e
--- /dev/null
+++ b/Assets/Scripts/App/AppCache.cs.meta
@@ -0,0 +1,11 @@
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+guid: f4021aed31c4794419d8b529321a2aad
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/App/AppMain.cs b/Assets/Scripts/App/AppMain.cs
new file mode 100644
index 0000000..bca6ea0
--- /dev/null
+++ b/Assets/Scripts/App/AppMain.cs
@@ -0,0 +1,38 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System.Runtime.InteropServices;
+using System.Text;
+using UnityEngine;
+using UnityEngine.Events;
+
+public class AppMain : MonoBehaviour
+{
+ public static AppMain Instance;
+
+ public List pointList = new List();
+
+ public Color color1;
+ public Color color2;
+
+ void Awake()
+ {
+ //单例对象
+ Instance = this;
+ //初始化
+ AppCache.Init();
+ ActionCenter.Instance.Init();
+ }
+
+ void Start()
+ {
+ //初始化主页
+ AppCache.OpenPage(AppCache.cameraType);
+ AppCache.OpenPageDelay(PageType.Icon01, 2f);
+ AppCache.OpenPageDelay(PageType.Icon02, 2f);
+ AppCache.OpenPageDelay(PageType.Icon03, 2f);
+ AppCache.OpenPageDelay(PageType.Icon04, 2f);
+ AppCache.OpenPageDelay(PageType.Icon05, 2f);
+ }
+}
diff --git a/Assets/Scripts/App/AppMain.cs.meta b/Assets/Scripts/App/AppMain.cs.meta
new file mode 100644
index 0000000..d525b27
--- /dev/null
+++ b/Assets/Scripts/App/AppMain.cs.meta
@@ -0,0 +1,11 @@
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/App/CameraControl.cs b/Assets/Scripts/App/CameraControl.cs
new file mode 100644
index 0000000..197d9eb
--- /dev/null
+++ b/Assets/Scripts/App/CameraControl.cs
@@ -0,0 +1,388 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class CameraControl : MonoBehaviour
+{
+ [Header("移动速度")]
+ public float moveSpeed = 1.2f;
+ [Header("旋转速度")]
+ public float rotateSpeed = 45f;
+ [Header("缩放速度")]
+ public float zoomSpeed = 0.2f;
+ [Header("最小高度")]
+ public float minHeight = 0.1f;
+ [Header("最大高度")]
+ public float maxHeight = 100f;
+ [Header("地图中心")]
+ public Vector3 mapCenter = Vector3.zero;
+ [Header("最大距离")]
+ public float maxDistance = 3000f;
+ [Header("最小角度")]
+ public float minAngleX = -60f;
+ [Header("最大角度")]
+ public float maxAngleX = 88f;
+ [Header("射线检测提前量")]
+ public float raycastOffset = 0.1f; // 射线检测提前量
+ [SerializeField] private LayerMask collisionLayers; // 可碰撞的图层
+ [SerializeField] private string[] obstacleLayerNames = new string[] { "ObstacleLayer" }; // 障碍物图层名称数组
+
+ public float minMoveSpeed = 5f; // 最小移动速度,根据需求设置
+
+ // 高度阈值数组 (按升序排列)
+ [SerializeField] private float[] thresholds = { 27f, 50f, 100f, 150f, 200f };
+
+ // 对应速度值数组 (与阈值一一对应)
+ [SerializeField] private float[] speeds = { 3f, 15f, 30f, 50f, 80f };
+
+
+ //控制变量
+ private Vector3 viewPos_0; //鼠标左键初始坐标
+ private Vector3 viewPos_1; //鼠标右键初始坐标
+
+ private Vector3 startCameraPos; //相机初始位置
+ private Vector3 targetCameraPos; //相机目标位置
+
+ private Vector2 startCameraEuler; //初始角度
+ private Vector2 targetCameraEuler; //目标角度
+
+ //相机控制
+ private Camera mainCamera;
+ private bool isCameraCtrl = true; //相机是否可控制
+ private float screenAdapter = 1f; //屏幕长度比
+
+ //相机操作有效性判断
+ private bool isClickUI = false;
+
+ private void Awake()
+ {
+
+ mainCamera = Camera.main;
+ screenAdapter = Screen.width / (float)Screen.height;
+ targetCameraPos = transform.position;
+ targetCameraEuler = transform.eulerAngles;
+ if (collisionLayers == 0 && obstacleLayerNames.Length > 0)
+ {
+ collisionLayers = LayerMask.GetMask(obstacleLayerNames);
+
+ }
+ }
+
+
+
+ void Update()
+ {
+ //相机控制
+ if (isCameraCtrl)
+ {
+ //操作有效性判断
+ if (EventSystem.current != null)
+ {
+ if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
+ {
+ isClickUI = EventSystem.current.IsPointerOverGameObject();
+ }
+ if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
+ {
+ isClickUI = false;
+ }
+ }
+
+ if (!isClickUI)
+ {
+ //平移控制
+ if (Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
+ {
+ viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
+ startCameraPos = transform.position;
+ startCameraEuler = transform.eulerAngles;
+ }
+ if (Input.GetMouseButton(1) || Input.GetMouseButton(2))
+ {
+ Vector3 currentViewPos = mainCamera.ScreenToViewportPoint(Input.mousePosition);
+ Vector3 dis = currentViewPos - viewPos_0;
+ dis = dis * GetMoveSpeed();
+
+ // 获取相机的右向量和上向量
+ Vector3 right = transform.right;
+ Vector3 up = transform.up;
+
+ // 分别计算水平和垂直方向的位移
+ float horizontalDis = -dis.x * screenAdapter;
+ float verticalDis = -dis.y * screenAdapter;
+
+ // 根据相机的右向量和上向量计算最终位移
+ Vector3 finalDis = right * horizontalDis + up * verticalDis;
+
+ targetCameraPos = startCameraPos + finalDis;
+ // Vector3 newTargetPos = startCameraPos + finalDis;
+ // newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos);
+ // targetCameraPos = newTargetPos;
+ // Debug.Log("targetCameraPos" + targetCameraPos);
+ }
+ //旋转控制
+ if (Input.GetMouseButtonDown(0))
+ {
+
+ viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
+ startCameraPos = transform.position;
+ startCameraEuler = transform.eulerAngles;
+ }
+ if (Input.GetMouseButton(0))
+ {
+ Vector2 angle = (mainCamera.ScreenToViewportPoint(Input.mousePosition) - viewPos_1) * rotateSpeed;
+ angle = new Vector3(-angle.y, angle.x * screenAdapter);
+ targetCameraEuler = startCameraEuler + angle;
+ }
+ //缩进控制
+ if (Input.mouseScrollDelta != Vector2.zero)
+ {
+ float moveSpeed = GetMoveSpeed() * zoomSpeed;
+ targetCameraPos = transform.position + transform.forward * moveSpeed * Input.mouseScrollDelta.y;
+ // Vector3 newTargetPos = targetCameraPos + transform.forward * moveSpeed * Input.mouseScrollDelta.y;
+ // newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos);
+ // targetCameraPos = newTargetPos;
+ }
+
+ //相机运动
+ LimitCamera();
+ // CheckCollision(); // 检查碰撞
+ //控制相机运动
+ // 控制相机运动
+ if (!isCheckCollisionOnMove(transform.position, targetCameraPos)) // 无碰撞时执行移动
+ {
+ if (Vector3.Distance(transform.position, targetCameraPos) > 0.1f)
+ {
+ transform.position = Vector3.Lerp(transform.position, targetCameraPos, 5f * Time.deltaTime);
+ }
+
+ // 控制相机旋转
+ if (Quaternion.Angle(transform.rotation, Quaternion.Euler(targetCameraEuler)) > 0.1f)
+ {
+ transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(targetCameraEuler), 5f * Time.deltaTime);
+ }
+ }
+ // if (Vector3.Distance(transform.position, targetCameraPos) > 0.1f)
+ // {
+ // transform.position = Vector3.Lerp(transform.position, targetCameraPos, 5f * Time.deltaTime);
+ // }
+
+ // // 控制相机旋转
+ // if (Quaternion.Angle(transform.rotation, Quaternion.Euler(targetCameraEuler)) > 0.1f)
+ // {
+ // transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(targetCameraEuler), 5f * Time.deltaTime);
+ // }
+
+ }
+ }
+ }
+ public bool isCheckCollisionOnMove(Vector3 position, Vector3 targetCameraPos)
+ {
+ Vector3 newPosition = CheckCollisionOnMove(position, targetCameraPos);
+
+ // 手动判断是否发生碰撞
+ bool hasCollision = newPosition != targetCameraPos;
+
+ return hasCollision;
+ }
+
+ //开启相机控制
+ public void StartCameraControl()
+ {
+ isCameraCtrl = true;
+ isClickUI = false;
+ viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
+ viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition);
+ startCameraPos = transform.position;
+ startCameraEuler = transform.eulerAngles;
+ targetCameraPos = transform.position;
+
+ targetCameraEuler = transform.eulerAngles;
+ }
+
+ //停止相机控制
+ public void StopCameraControl()
+ {
+ isCameraCtrl = false;
+ }
+
+
+ //获取相机移动速度
+ float GetMoveSpeed()
+ {
+
+ // // 计算高度差(确保不小于0,避免出现负速度)
+ // float highDis = Mathf.Max(transform.position.y - minHeight, 0f);
+
+ // // 计算基础速度(基于高度的动态速度)
+ // float dynamicSpeed = moveSpeed + moveSpeed * highDis;
+
+ // // 确保速度不低于最小值,同时保留向上浮动的可能性
+ // float finalSpeed = Mathf.Max(dynamicSpeed, minMoveSpeed);
+
+ // // 可选:限制最大速度,防止过高高度下速度过快
+ // // finalSpeed = Mathf.Min(finalSpeed, maxMoveSpeed);
+
+ // // 保留整数化处理(如果需要)
+ // finalSpeed = Mathf.RoundToInt(finalSpeed);
+
+ // return finalSpeed;
+
+ // return transform.position.y > 80 ? 80f : transform.position.y > 30 ? 40f : 5f;
+ // // 高度阈值数组 (按升序排列)
+ float yPosition = transform.position.y;
+ // 检查每个阈值,返回对应速度
+ for (int i = 0; i < thresholds.Length; i++)
+ {
+ if (yPosition < thresholds[i])
+ {
+ return speeds[i];
+ }
+ }
+ Debug.Log("Speed: " + speeds[speeds.Length - 1]);
+ // 超过最高阈值,返回最高速度
+ return speeds[speeds.Length - 1];
+ }
+
+ //限制相机位置,角度
+ void LimitCamera()
+ {
+ //位置限制
+ targetCameraPos.y = Mathf.Clamp(targetCameraPos.y, minHeight, maxHeight);
+
+ float dis = Vector3.Distance(targetCameraPos, mapCenter);
+
+ if (dis > maxDistance)
+ {
+ Vector3 dir = (targetCameraPos - mapCenter).normalized;
+ targetCameraPos = mapCenter + dir * maxDistance;
+ }
+ //角度限制
+ if (targetCameraEuler.x > 180) { targetCameraEuler.x -= 360f; }
+ if (targetCameraEuler.x < -180) { targetCameraEuler.x += 360; }
+ if (targetCameraEuler.y > 180) { targetCameraEuler.y -= 360f; }
+ if (targetCameraEuler.y < -180) { targetCameraEuler.y += 360; }
+ targetCameraEuler.x = Mathf.Clamp(targetCameraEuler.x, minAngleX, maxAngleX);
+ }
+ // 修改CheckCollisionOnMove方法,增加垂直方向检测
+
+ Vector3 CheckCollisionOnMove(Vector3 startPos, Vector3 targetPos)
+ {
+ Vector3 direction = targetPos - startPos;
+ float distance = direction.magnitude;
+ Vector3 safePosition = targetPos;
+
+ // 确保射线检测始终有足够的距离
+ if (distance < 0.01f)
+ return ApplyGroundCheck(safePosition);
+
+ float sphereRadius = 0.1f;
+ Bounds startBounds = new Bounds(startPos, Vector3.one * sphereRadius * 2);
+ Bounds endBounds = new Bounds(targetPos, Vector3.one * sphereRadius * 2);
+ Bounds movementBounds = new Bounds();
+ movementBounds.Encapsulate(startBounds);
+ movementBounds.Encapsulate(endBounds);
+ bool collisionDetected = false;
+
+ // 主方向检测
+ if (Physics.SphereCast(startPos, sphereRadius, direction.normalized, out RaycastHit hit,
+ distance + raycastOffset, collisionLayers))
+ {
+ float safeDistance = hit.distance - raycastOffset - sphereRadius;
+ safePosition = startPos + direction.normalized * Mathf.Max(safeDistance, 0);
+ collisionDetected = true;
+ }
+
+ // 顶部检测
+ if (direction.y > 0.1f)
+ {
+ Vector3 topStart = startPos + Vector3.up * sphereRadius;
+ Vector3 topDirection = Vector3.up * (endBounds.max.y - startBounds.max.y);
+
+ if (Physics.SphereCast(topStart, sphereRadius, topDirection.normalized, out hit,
+ topDirection.magnitude + raycastOffset, collisionLayers))
+ {
+ float verticalSafeDistance = hit.distance - raycastOffset - sphereRadius;
+ safePosition.y = startPos.y + verticalSafeDistance;
+ collisionDetected = true;
+ }
+ }
+
+ // 底部检测(防止向下穿透)
+ if (direction.y < -0.1f)
+ {
+ Vector3 bottomStart = startPos - Vector3.up * sphereRadius;
+ Vector3 bottomDirection = Vector3.down * Mathf.Abs(direction.y);
+
+ if (Physics.SphereCast(bottomStart, sphereRadius, bottomDirection.normalized, out hit,
+ bottomDirection.magnitude + raycastOffset, collisionLayers))
+ {
+ float verticalSafeDistance = hit.distance - raycastOffset - sphereRadius;
+ safePosition.y = startPos.y - verticalSafeDistance;
+ collisionDetected = true;
+ }
+ }
+
+ if (collisionDetected)
+ {
+ // 应用地面检测并确保最小高度
+ safePosition = ApplyGroundCheck(safePosition);
+ return safePosition;
+ }
+
+ // 无碰撞时仍需确保地面高度
+ return ApplyGroundCheck(targetPos);
+ }
+
+ // 地面检测辅助方法
+ Vector3 ApplyGroundCheck(Vector3 position)
+ {
+ // 执行多次射线检测以提高精度
+ float groundDistance = float.MaxValue;
+ bool groundFound = false;
+
+ // 中心射线
+ Ray centerRay = new Ray(position + Vector3.up, Vector3.down);
+ if (Physics.Raycast(centerRay, out RaycastHit centerHit, 10f, collisionLayers))
+ {
+ groundDistance = centerHit.distance;
+ groundFound = true;
+ }
+
+ // 四角射线检测(提高边缘精度)
+ float checkRadius = 0.2f;
+ Vector3[] checkDirections = new Vector3[]
+ {
+ Vector3.forward * checkRadius + Vector3.right * checkRadius,
+ Vector3.forward * checkRadius - Vector3.right * checkRadius,
+ -Vector3.forward * checkRadius + Vector3.right * checkRadius,
+ -Vector3.forward * checkRadius - Vector3.right * checkRadius
+ };
+
+ foreach (Vector3 dir in checkDirections)
+ {
+ Ray cornerRay = new Ray(position + Vector3.up + dir, Vector3.down);
+ if (Physics.Raycast(cornerRay, out RaycastHit cornerHit, 10f, collisionLayers))
+ {
+ if (cornerHit.distance < groundDistance)
+ {
+ groundDistance = cornerHit.distance;
+ groundFound = true;
+ }
+ }
+ }
+
+ // 应用地面高度
+ if (groundFound)
+ {
+ float minSafeHeight = centerHit.point.y + minHeight;
+ if (position.y < minSafeHeight)
+ {
+ position.y = minSafeHeight;
+ }
+ }
+
+ return position;
+ }
+}
diff --git a/Assets/Scripts/App/CameraControl.cs.meta b/Assets/Scripts/App/CameraControl.cs.meta
new file mode 100644
index 0000000..2435415
--- /dev/null
+++ b/Assets/Scripts/App/CameraControl.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8428addbd23d2d346969c8fd6e13d738
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/App/CameraRover.cs b/Assets/Scripts/App/CameraRover.cs
new file mode 100644
index 0000000..89c3a7e
--- /dev/null
+++ b/Assets/Scripts/App/CameraRover.cs
@@ -0,0 +1,261 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+using UnityEngine.SceneManagement;
+using UnityEngine.EventSystems;
+using UnityEngine.AI;
+using System.Linq;
+public class CameraRover : ActionBase
+{
+ private CameraControl cameraCtr2;
+ private ControlMove cameraCtrl;
+ private Vector3 targetPos = Vector3.zero; //视角坐标
+
+ private bool isLookAt = false; //视角是否朝向目标
+ private string currentAnim = "";
+
+ // 私有变量,用于存储飞行完成状态
+ private bool _isFlightCompleted = false;
+
+ // 公共属性,用于获取飞行完成状态
+ public bool isFlightCompleted
+ {
+ get { return _isFlightCompleted; }
+ }
+
+ // 公共方法,用于修改飞行完成状态
+ public void SetFlightCompleted(bool value)
+ {
+ _isFlightCompleted = value;
+ }
+
+ public LayerMask obstacleLayer; // 障碍物层
+
+
+
+ public override void Init()
+ {
+ cameraCtr2 = GetComponent();
+ cameraCtrl = GetComponent();
+
+
+ currentAnim = "";
+ isLookAt = false;
+ }
+
+ public override void RegisterAction()
+ {
+ GameEvent.OpenPage += OpenPage;
+ GameEvent.StartCameraControl += StartCameraCtrl;
+ GameEvent.StopCameraControl += StopCameraCtrl;
+ }
+
+ public override void RemoveAction()
+ {
+ GameEvent.OpenPage -= OpenPage;
+ GameEvent.StartCameraControl -= StartCameraCtrl;
+ GameEvent.StopCameraControl -= StopCameraCtrl;
+ }
+
+ void LateUpdate()
+ {
+ if (isLookAt)
+ {
+ transform.LookAt(targetPos);
+ }
+ }
+
+ void OpenPage(PageType type)
+ {
+ switch (type)
+ {
+ case PageType.Camera1:
+ CameraBreak();
+ StartCoroutine("CameraAnim_1");
+ break;
+ case PageType.Camera2:
+ CameraBreak();
+ StartCoroutine("CameraAnim_2");
+ break;
+ }
+ }
+
+ void StartCameraCtrl()
+ {
+ cameraCtr2.StartCameraControl();
+ }
+
+ void StopCameraCtrl()
+ {
+ cameraCtr2.StopCameraControl();
+ }
+
+ public void SetTargetPosition(Vector3 position)
+ {
+ cameraCtrl.GetInScriptCore(position);
+ }
+
+ //打断当前相机操作
+ void CameraBreak()
+ {
+ StopCoroutine(currentAnim);
+ isLookAt = false;
+ transform.DOKill();
+ }
+
+ //相机点位-1
+ IEnumerator CameraAnim_1()
+ {
+ currentAnim = "CameraAnim_1";
+ StopCameraCtrl();
+ cameraCtrl.GetInScriptCore();
+ yield return new WaitForEndOfFrame();
+ transform.DOMove(new Vector3(1828.729f, 158.0276f, 635.7281f), 2f);
+ transform.DORotate(new Vector3(29.401f, -22.4f, 0f), 2f);
+ yield return new WaitForSeconds(2f);
+ StartCameraCtrl();
+ }
+
+ //相机点位-2
+ IEnumerator CameraAnim_2()
+ {
+ currentAnim = "CameraAnim_2";
+ StopCameraCtrl();
+ cameraCtrl.GetInScriptCore(new Vector3(1520.754f, 39.87501f, 1493.384f));
+ yield return new WaitForEndOfFrame();
+ transform.DOMove(new Vector3(1522.37f, 61f, 1520f), 2f);
+ transform.DORotate(new Vector3(30f, -179f, 0f), 2f);
+ yield return new WaitForSeconds(2f);
+ StartCameraCtrl();
+ }
+
+
+ Vector3[] GetRoundPath(Vector3 pos, Vector3 pivot)
+ {
+ Vector3[] path = new Vector3[10];
+ Vector3 dir = pos - pivot;
+
+ for (int i = 0; i < 10; i++)
+ {
+ Vector3 rotatedDir = Quaternion.AngleAxis(40f * i, Vector3.up) * dir;
+ path[i] = pivot + rotatedDir;
+ }
+ return path;
+ }
+
+
+ // 暴露给 JavaScript 的静态方法
+ public void CallOpenPage(int typeIndex)
+ {
+ PageType pageType = (PageType)typeIndex;
+ ActionCenter.Instance.DoAction(GameEvent.OpenPage, pageType);
+ }
+
+ public void WebCallOpenItem(string objectName)
+ {
+ Debug.Log("WebCallOpenItem: " + objectName);
+ // 定义要搜索的所有相机图标列表
+ List> allCameraLists = new List>
+ {
+ AppCache.iconCameraList01,
+ AppCache.iconCameraList02,
+ AppCache.iconCameraList03,
+ AppCache.iconCameraList04
+ };
+
+ // 在所有列表中查找具有指定名称的 Transform
+ Transform foundTransform = null;
+
+ foreach (var cameraList in allCameraLists)
+ {
+ if (cameraList == null) continue;
+
+ // 查找匹配名称的 Transform
+ foundTransform = cameraList.Find(transform =>
+ transform != null && transform.name == objectName);
+
+ if (foundTransform != null) break;
+ }
+
+ // 如果找到对应的 Transform,则执行飞行逻辑
+ if (foundTransform != null)
+ {
+ StartCoroutine(flyItem(foundTransform));
+ }
+ else
+ {
+ Debug.LogWarning($"未找到名称为 '{objectName}' 的相机图标!");
+ }
+ }
+
+ // 公共协程方法 - 处理相机移动的核心逻辑(带自动避障)
+ private IEnumerator MoveCameraCore(Transform targetTransform, string animName)
+ {
+
+ currentAnim = animName;
+ StopCameraCtrl();
+ yield return new WaitForEndOfFrame();
+ Vector3 targetPosition = targetTransform.position;
+ Vector3 targetRotation = targetTransform.eulerAngles;
+ float distance = Vector3.Distance(transform.position, targetPosition);
+ float speed = 5f;
+ float flightTime = distance / speed;
+ float maxFlightTime = 2f;
+
+ flightTime = Mathf.Max(flightTime, 0.1f);
+ flightTime = Mathf.Min(flightTime, maxFlightTime);
+ RaycastHit hit;
+ // 射线检测是否有障碍物
+ if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer))
+ {
+ // 有障碍物
+ Debug.Log("有障碍物,使用绕行路径");
+
+ Vector3 stopPosition = hit.point - (targetPosition - transform.position).normalized * 0.1f;
+
+ float stopDistance = Vector3.Distance(transform.position, stopPosition);
+ float stopFlightTime = stopDistance / speed;
+ stopFlightTime = Mathf.Max(stopFlightTime, 0.1f);
+ stopFlightTime = Mathf.Min(stopFlightTime, maxFlightTime);
+
+ transform.DOMove(stopPosition, stopFlightTime);
+ transform.DORotate(Quaternion.LookRotation(targetPosition - transform.position).eulerAngles, stopFlightTime);
+ yield return new WaitForSeconds(stopFlightTime);
+ transform.position = targetPosition;
+ transform.DORotate(targetRotation, stopFlightTime);
+ transform.DOMove(targetPosition, flightTime);
+ transform.DORotate(targetRotation, flightTime);
+ }
+ else
+ {
+ // 无障碍物
+ transform.DOMove(targetPosition, flightTime);
+ transform.DORotate(targetRotation, flightTime);
+
+ }
+
+ yield return new WaitForSeconds(flightTime);
+
+ StartCameraCtrl();
+ }
+
+
+ public IEnumerator flyItem(Transform targetTransform)
+ {
+ return MoveCameraCore(targetTransform, "CameraAnim_4");
+ }
+
+
+ public IEnumerator CallOpenItem(Transform targetTransform)
+ {
+ SetFlightCompleted(false);
+ // 执行公共相机移动逻辑
+ yield return StartCoroutine(MoveCameraCore(targetTransform, "CameraAnim_3"));
+
+ SetFlightCompleted(true);
+ }
+
+
+}
+
diff --git a/Assets/Scripts/App/CameraRover.cs.meta b/Assets/Scripts/App/CameraRover.cs.meta
new file mode 100644
index 0000000..fba94bf
--- /dev/null
+++ b/Assets/Scripts/App/CameraRover.cs.meta
@@ -0,0 +1,11 @@
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+guid: 56eadf24a6164ef4db2623b73dc84937
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/App/ControlMove.cs b/Assets/Scripts/App/ControlMove.cs
new file mode 100644
index 0000000..a84bb44
--- /dev/null
+++ b/Assets/Scripts/App/ControlMove.cs
@@ -0,0 +1,237 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+public class ControlMove : MonoBehaviour
+{
+ private float moveSpeed = 50f; // 右键平移速度
+
+ [Header("滚轮缩放速度系数")]
+ public float zoomSpeed = 10f; // 滚轮缩放速度
+
+ [Header("相机与水库中心的最大距离")]
+ public float maxDistance = 600f; // 最大缩放距离
+
+ [Header("相机的最大高度限制")]
+ public float maxHeight = 220f; // 最大高度限制
+
+ [Header("右键平移速度衰减系数")]
+ public float rightClickPanSpeed = 100f; // 右键平移速度除数
+
+ private Vector3 inScript; // 引用焦点脚本,提供 core
+
+ [Header("左键拖拽旋转灵敏度系数")]
+ public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
+
+ private Camera cam; // 主相机引用
+ private bool isRotating = false; // 是否正在旋转标志
+ private Vector2 lastMousePos; // 上次鼠标位置(用于旋转计算)
+
+ [Header("初始距离中心")]
+ public Vector3 reservoirCenter; // 水库中心坐标
+
+ [Header("初始旋转中心")]
+ public Vector3 startinScript; // 初始焦点位置
+
+ private Rigidbody rb; // 刚体组件(如需要物理模拟)
+ private bool isCameraCtrl = true; // 相机是否可控制
+
+ //相机操作有效性判断
+ private bool isClickUI = false;
+
+ void Start()
+ {
+ rb = GetComponent();
+ cam = Camera.main;
+ if (inScript == Vector3.zero)
+ {
+ GetInScriptCore();
+ }
+ }
+
+ void Update()
+ {
+ if (isCameraCtrl)
+ {
+ //操作有效性判断
+ if (EventSystem.current != null)
+ {
+ if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
+ {
+ isClickUI = EventSystem.current.IsPointerOverGameObject();
+ }
+ if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(2))
+ {
+ isClickUI = false;
+ }
+ }
+
+ if (!isClickUI)
+ {
+ Vector3 core = inScript;
+ // —— 右键平移 ——
+ if (Input.GetMouseButton(1))
+ {
+ moveSpeed = Vector3.Distance(core, transform.position) / 2f;
+ float mx = Input.GetAxis("Mouse X");
+ float my = Input.GetAxis("Mouse Y");
+
+ // Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed * Time.deltaTime;
+ Vector3 desiredPosition = transform.position + (-transform.right * mx + -transform.up * my) * moveSpeed / rightClickPanSpeed;
+
+ // 判断是否与障碍物发生碰撞
+ if (!WillCollideWithObstacle(desiredPosition))
+ {
+ // transform.position = Vector3.Lerp(transform.position, desiredPosition, moveSpeed * Time.deltaTime);
+ transform.position = desiredPosition;
+ }
+ }
+
+ // —— 滚轮缩放 ——
+ float scroll = Input.GetAxis("Mouse ScrollWheel");
+ if (Mathf.Abs(scroll) > 0.001f)
+ {
+ Vector3 desiredPosition = transform.position + transform.forward * scroll * zoomSpeed;
+
+ // 判断是否与障碍物发生碰撞
+ if (!WillCollideWithObstacle(desiredPosition))
+ {
+ transform.position = desiredPosition;
+ }
+ }
+
+ // —— 左键开始/结束旋转 ——
+ if (Input.GetMouseButtonDown(0))
+ {
+ isRotating = true;
+ lastMousePos = Input.mousePosition;
+ }
+ if (Input.GetMouseButtonUp(0))
+ {
+ isRotating = false;
+ }
+
+ // —— 左键拖拽:RotateAround 实现 + 俯仰限制 ——
+ if (isRotating && Input.GetMouseButton(0))
+ {
+ Vector2 curr = Input.mousePosition;
+ Vector2 delta = (curr - lastMousePos) * rotationSensitivity;
+ lastMousePos = curr;
+
+ /*
+
+ */
+ // 1. 水平绕世界 Y 轴旋转
+ //Vector3 desiredPosition = transform.position;
+ //transform.RotateAround(core, Vector3.up, delta.x);
+
+ Vector3 localPosHorizonal = transform.position - core;
+ Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up);
+ Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal;
+ Vector3 newPosHorizonal = core + newLocalPosHorizonal;
+
+
+ // 检查旋转后是否发生碰撞
+ if (!WillCollideWithObstacle(newPosHorizonal))
+ {
+ // 如果没有碰撞,执行旋转
+ transform.RotateAround(core, Vector3.up, delta.x);
+ }
+ else
+ {
+ // 如果碰撞了,撤销旋转,恢复到原来的位置
+
+ }
+
+ // 2. 俯仰旋转
+ Vector3 dir = (transform.position - core).normalized;
+ Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
+ float selfFlatX = transform.forward.x;
+ float selfFlatZ = transform.forward.z;
+ Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized;
+ float selfPitch = Vector3.SignedAngle(selfFlat, transform.forward, transform.right);
+
+
+
+ if (selfPitch <= 80f && selfPitch >= 0f)
+ {
+
+ float pitchDelta = delta.y * -1f;
+
+ Vector3 localPosVertical = transform.position - core;
+ Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, transform.right);
+ Vector3 newPosVertical = core + rotationVertical * localPosVertical;
+
+
+ if (!WillCollideWithObstacle(newPosVertical))
+ {
+ transform.RotateAround(core, transform.right, pitchDelta);
+ }
+
+ }
+ else if (selfPitch > 80f)
+ {
+ float pitchDelta = delta.y * -1f;
+ if (pitchDelta < 0f)
+ {
+ transform.RotateAround(core, transform.right, pitchDelta);
+ }
+ }
+ else if (selfPitch < 0f)
+ {
+ float pitchDelta = delta.y * -1f;
+ if (pitchDelta > 0f)
+ {
+ transform.RotateAround(core, transform.right, pitchDelta);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // 碰撞检测方法
+ bool WillCollideWithObstacle(Vector3 targetPosition)
+ {
+ // 计算从当前位置到目标位置的方向和距离
+ Vector3 moveDir = targetPosition - transform.position;
+ float moveDist = moveDir.magnitude;
+
+ // 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞
+ RaycastHit hit;
+ if (Physics.SphereCast(transform.position, 0.5f, moveDir.normalized, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide))
+ {
+ // 如果检测到碰撞,返回 true
+ // Debug.Log("collider");
+ return true;
+ }
+ else if (Vector3.Distance(targetPosition, reservoirCenter) < maxDistance && targetPosition.y < maxHeight)
+ {
+ // 如果在范围内,返回 false
+ return false;
+ }
+ else
+ // Debug.Log("outRange");
+ return true;
+
+ }
+
+ public void GetInScriptCore()
+ {
+ inScript = startinScript;
+ }
+ public void GetInScriptCore(Vector3 position)
+ {
+ inScript = position;
+ }
+
+ public void StartCameraControl()
+ {
+ isCameraCtrl = true;
+ isClickUI = false;
+ }
+
+ //停止相机控制
+ public void StopCameraControl()
+ {
+ isCameraCtrl = false;
+ }
+}
diff --git a/Assets/Scripts/App/ControlMove.cs.meta b/Assets/Scripts/App/ControlMove.cs.meta
new file mode 100644
index 0000000..32e83d2
--- /dev/null
+++ b/Assets/Scripts/App/ControlMove.cs.meta
@@ -0,0 +1,11 @@
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+guid: 288510f7e6d25b54b81e4427b439e49a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/App/GameDto.cs b/Assets/Scripts/App/GameDto.cs
new file mode 100644
index 0000000..769a0ab
--- /dev/null
+++ b/Assets/Scripts/App/GameDto.cs
@@ -0,0 +1,159 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//界面
+public enum PageType
+{
+ Null,
+ //镜头
+ Camera1, //镜头-1
+ Camera2, //镜头-2
+
+ //页面
+ PnlMain, //主界面
+ PnlPage1, //界面-1
+ PnlPage2, //界面-2
+
+ //Icon
+ Icon01,
+ Icon02,
+ Icon03,
+ Icon04,
+ Icon05,
+
+ //Effect
+ Area01,
+ Area02,
+
+ //Dialog
+ DlgInfo01,
+ DlgInfo02,
+}
+
+
+
+
+
+
+#region 网络数据
+// 状态信息
+[System.Serializable]
+public class Status
+{
+ public int code;
+ public string msg;
+}
+// 设备列表返回数据
+[System.Serializable]
+public class JsonData
+{
+ public Status status;
+ public Result result;
+}
+// 设备详情返回数据
+[System.Serializable]
+public class JsonDetails
+{
+ public Status status;
+ public ResultDetails result;
+}
+
+// 设备列表结果
+[System.Serializable]
+public class Result
+{
+ public List device_list;
+}
+
+// 设备详情结果
+[System.Serializable]
+public class ResultDetails
+{
+ public int device_id;
+ public string device_sn;
+ public string device_name;
+ public string online_status;
+ public string pic;
+ public string status;
+ public string address;
+ public string location;
+ public DataPoints data_points;
+}
+
+
+// 设备信息
+[System.Serializable]
+public class Device
+{
+ public int device_id;
+ public string device_sn;
+ public string device_name;
+ public string online_status;
+ public int project_id;
+ public string pic;
+}
+
+// 数据点信息
+[System.Serializable]
+public class Timeseries
+{
+ public string point_id;
+ public string name;
+ public string alias;
+ public string identifier;
+ public string unitName;
+ public string unitIdentifier;
+ public string accessMode;
+ public string dataType;
+ public List