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generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 8 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 2048 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Desktop_Ground_Cover_Package/Azalea/FlowerStem_05_Normal.tga b/Assets/Desktop_Ground_Cover_Package/Azalea/FlowerStem_05_Normal.tga new file mode 100644 index 0000000..742d800 Binary files /dev/null and b/Assets/Desktop_Ground_Cover_Package/Azalea/FlowerStem_05_Normal.tga differ diff --git 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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 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.XML.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c9119d9ba5a120248abef06bd80507a4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll new file mode 100644 index 0000000..3c0b31f Binary files /dev/null and b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll differ 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 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/DOTween.dll.meta @@ -0,0 +1,32 @@ +fileFormatVersion: 2 +guid: a49717214c6aa2249aaeae46d78b9352 +PluginImporter: + externalObjects: {} + serializedVersion: 2 + 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 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ef6a8cdb8aeab854383a79eab991bc0b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b3d1098323fef7f4b9143e0d7a7b3d20 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 Binary files /dev/null and b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll differ diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll.meta 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a/Assets/Plugins/Plugin_DOTween/DOTween/Modules.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules.meta new file mode 100644 index 0000000..751f705 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 057a48335334a0f49981d234a624b3a4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4925511911f883b46985896e239019a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 8ef21f4710cffb942a217901f9788fd1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 + } + } +} diff --git a/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..78f1445 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2eda8e4882e83a54faac8de98e2f3790 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 index 0000000..0c3c221 --- /dev/null +++ b/Assets/Plugins/Plugin_DOTween/DOTween/readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 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+guid: 419a7fef79a5ee749a0b8706fb887772 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: f2e58cf209ccab443a968266f7caebfb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 1483d41b00daaed4abe2a326f5fcc36a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 +++ b/Assets/Scripts/Anim/TweenScale.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c462947f207e664f940b431335486bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: 4fd9d51825f6a2446a67cdc231055fb5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +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 @@ +fileFormatVersion: 2 +guid: 0601b8b59d626c24ab98ed17184b97df +MonoImporter: + 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 @@ +fileFormatVersion: 2 +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 @@ +fileFormatVersion: 2 +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 propertyEnum; + public string value; + public string callback_time; +} + +// 数据点信息 +[System.Serializable] +public class DataPoints +{ + public List control; + public List timeseries; +} + +//传值web。把模型名称传过去 +[System.Serializable] +public class DataToSend +{ + public ResultDetails dataItem; + public string iconName; +} + +[System.Serializable] +public class IconData +{ + public string device_sn; + public string iconName; + public string identifier; + public Transform iconTransform; + + public string cameraName; + public Transform cameraTransform; + + public IconData(string device_sn, string iconName, string identifier, Transform iconTransform,string cameraName,Transform cameraTransform) + { + this.device_sn = device_sn; + this.iconName = iconName; + this.identifier = identifier; + this.iconTransform = iconTransform; + this.cameraName = cameraName; + this.cameraTransform = cameraTransform; + } +} + + +#endregion + + + + + diff --git a/Assets/Scripts/App/GameDto.cs.meta b/Assets/Scripts/App/GameDto.cs.meta new file mode 100644 index 0000000..67527f2 --- /dev/null +++ b/Assets/Scripts/App/GameDto.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04fa43d151cecb34d88b22f73ec60687 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/App/GameEvent.cs b/Assets/Scripts/App/GameEvent.cs new file mode 100644 index 0000000..8697bfc --- /dev/null +++ b/Assets/Scripts/App/GameEvent.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +public class GameEvent +{ + //相机控制 + public static UnityAction StartCameraControl; + public static UnityAction StopCameraControl; + + //UI页面控制 + public static UnityAction OpenPage; + public static UnityAction ClosePage; + public static UnityAction RefreshPage; + + public static UnityAction OpenDialog; + +} diff --git a/Assets/Scripts/App/GameEvent.cs.meta b/Assets/Scripts/App/GameEvent.cs.meta new file mode 100644 index 0000000..ac9cf70 --- /dev/null +++ b/Assets/Scripts/App/GameEvent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad594012b3427174cabb304db86ce09a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/App/SceneUtil.cs b/Assets/Scripts/App/SceneUtil.cs new file mode 100644 index 0000000..93d0200 --- /dev/null +++ b/Assets/Scripts/App/SceneUtil.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class SceneUtil : ActionBase +{ + public Color color01; + public Color color02; + + // 辅助方法,用于初始化图标和相机列表 + private void InitializeIconAndCameraLists(string iconName, string cameraName, List iconList, List cameraList, string[] deviceSns, string[] iconNames, string[] identifiers) + { + iconList.Clear(); + cameraList.Clear(); + + Transform icon = transform.Find(iconName); + Transform iconCamera = transform.Find(cameraName); + + if (icon != null && iconCamera != null) + { + int count = Mathf.Min(icon.childCount, deviceSns.Length, iconNames.Length); + + for (int i = 0; i < count; i++) + { + Transform currentIcon = icon.GetChild(i); + Transform currentCamera = iconCamera.GetChild(i); + + // 获取当前索引对应的设备信息 + string deviceSn = deviceSns[i]; + string name = iconNames[i]; + string identifier = identifiers[i]; + // 创建 IconData 实例并添加到 iconList + IconData iconData = new IconData(deviceSn, name, identifier, currentIcon, currentCamera.name, currentCamera); + iconList.Add(iconData); + + cameraList.Add(currentCamera); + } + + icon.gameObject.SetActive(false); + iconCamera.gameObject.SetActive(false); + } + } + + public override void Init() + { + // 确保 AppCache 中的列表类型为 List + if (AppCache.iconPointList01 == null) AppCache.iconPointList01 = new List(); + if (AppCache.iconPointList02 == null) AppCache.iconPointList02 = new List(); + if (AppCache.iconPointList03 == null) AppCache.iconPointList03 = new List(); + if (AppCache.iconPointList04 == null) AppCache.iconPointList04 = new List(); + + + // 初始化 GNSS 相关列表(12个设备) + InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01, + new string[] { "MS3P1474091067", "MS3P1474091121", "MS3P1474091071", "MS3P1474095003", "MS3P1474091068", "MS3P1474091157", "MS3P1474091039", "MS3P1474095149", "MS3P1474095150", "MS3P1474091234" }, + new string[] { "GNSS-WY-01", "GNSS-WY-02", "GNSS-WY-03", "GNSS-WY-04", "GNSS-WY-05", "GNSS-WY-06", "GNSS-WY-07", "GNSS-WY-08", "GNSS-WY-09", "GNSS基准点" }, + new string[] { "", "", "", "", "","", "", "", "", "" }); + + // 初始化环境量监测相关列表(1个设备) + InitializeIconAndCameraLists("水位监测", "水位监测视角", AppCache.iconPointList02, AppCache.iconCameraList02, + new string[] { "1032406744" }, + new string[] { "凤凰水库水位监测" }, + new string[] { "FF29" }); + + // 初始化测缝针监测相关列表(9个设备) + InitializeIconAndCameraLists("雨量监测", "雨量监测视角", AppCache.iconPointList03, AppCache.iconCameraList03, + new string[] { "1032406744" }, + new string[] { "凤凰水库雨量站" }, + new string[] { "22" }); + + // 初始化加速度振动监测相关列表(6个设备) + InitializeIconAndCameraLists("渗压计监测", "渗压计监测视角", AppCache.iconPointList04, AppCache.iconCameraList04, + new string[] { "1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744", + "1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", + "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744","1032406744", "1032406744", "1032406744", "1032406744" }, + new string[] { "主坝断面CY1-1", "主坝断面CY1-2","主坝断面CY1-3", "主坝断面CY1-4","主坝断面CY1-5", "主坝断面CY2-1","主坝断面CY2-2", "主坝断面CY2-3","主坝断面CY2-4", "主坝断面CY2-5", + "主坝断面CY3-1", "主坝断面CY3-2","主坝断面CY3-3", "主坝断面CY3-4","主坝断面CY3-5", "主坝断面CY4-1","主坝断面CY4-2", "主坝断面CY4-3","主坝断面CY4-4", "主坝断面CY4-5", + "主坝断面CY5-1", "主坝断面CY5-2","主坝断面CY5-3", "主坝断面CY5-4","主坝断面CY5-5" , "副坝断面CY6-1","副坝断面CY6-2", "副坝断面CY6-3","主坝东量水堰", "主坝西量水堰", "副涵管量水堰", "梯形量水堰" }, + new string[] { "FF01", "FF02","FF03","FF04","FF05","FF06", "FF07","FF08","FF09","FF10", + "FF11", "FF12","FF13","FF14","FF15","FF16", "FF17","FF18","FF19","FF20", + "FF21", "FF22","FF23","FF24","FF25","FF26", "FF27","FF28","FF32", "FF31", "FF30", "FF33"}); + gameObject.SetActive(true); + } + + + public override void RegisterAction() + { + + } + + public override void RemoveAction() + { + } +} \ No newline at end of file diff --git a/Assets/Scripts/App/SceneUtil.cs.meta b/Assets/Scripts/App/SceneUtil.cs.meta new file mode 100644 index 0000000..95ad0c8 --- /dev/null +++ b/Assets/Scripts/App/SceneUtil.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cac2717237eedc240969c5d04866da82 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ClickToFocus.cs b/Assets/Scripts/ClickToFocus.cs new file mode 100644 index 0000000..a918dd7 --- /dev/null +++ b/Assets/Scripts/ClickToFocus.cs @@ -0,0 +1,144 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ClickToFocus : MonoBehaviour +{ + //[Tooltip("Ŀλõƫ")] public Vector3 cameraOffset = new Vector3(5f, 10f, 0f); + private Dictionary targetObjectAndPosition = new Dictionary();//ʹֵÿһԼӦĹ۲λ + + [Tooltip("ƽʱ䣨)")] public float transitionDuration = 1.0f; + [Header("˫")] + [Tooltip("˫ʱֵ)")] public float doubleClickInterval = 0.3f; + private float lastClickTime = 0f; + private bool waitingSecondClick = false; + + private Camera mainCamera; + + public Vector3 core = new Vector3(-90f, 7.2f, -19.9f); + + //public GameObject lastObj; + //public GameObject currentObj; + + private void Awake() + { + core = new Vector3(-90f, 7.2f, -19.9f); + } + void Start() + { + mainCamera = Camera.main;//ǸCameraתĹ۲ + targetObjectAndPosition.Add("sb_cexieyi001", new Vector3(-72.4f, 7.2f, -19.9f)); + targetObjectAndPosition.Add("sb_cexieyi003", new Vector3(-90f, 7.2f, -19.9f)); + targetObjectAndPosition.Add("sb_cexieyi005", new Vector3(-145.5f, 7.2f, -19.9f)); + targetObjectAndPosition.Add("sb_cexieyi007", new Vector3(-167.3f, 7.2f, -19.9f)); + targetObjectAndPosition.Add("sb_cexieyi002", new Vector3(-72.4f, 13.1f, -28f)); + targetObjectAndPosition.Add("sb_cexieyi004", new Vector3(-90f, 13.1f, -28f)); + targetObjectAndPosition.Add("sb_cexieyi006", new Vector3(-146.4f, 13.1f, -28f)); + targetObjectAndPosition.Add("sb_cexieyi008", new Vector3(-167f, 13.1f, -28f)); + + targetObjectAndPosition.Add("sb_gnss001", new Vector3(-68.2f, 8.3f, -20f)); + targetObjectAndPosition.Add("sb_gnss003", new Vector3(-88.6f, 8.3f, -20f)); + targetObjectAndPosition.Add("sb_gnss005", new Vector3(-141.8f, 8.3f, -20f)); + targetObjectAndPosition.Add("sb_gnss007", new Vector3(-165.8f, 8.3f, -20f)); + targetObjectAndPosition.Add("sb_gnss002", new Vector3(-68f, 14.3f, -28f)); + targetObjectAndPosition.Add("sb_gnss004", new Vector3(-88.9f, 14.3f, -28f)); + targetObjectAndPosition.Add("sb_gnss006", new Vector3(-141.7f, 14.3f, -28f)); + targetObjectAndPosition.Add("sb_gnss008", new Vector3(-165.8f, 14.3f, -28f)); + + targetObjectAndPosition.Add("sb_lashengweiyi001", new Vector3(-68.7f, 7.2f, -20.7f)); + targetObjectAndPosition.Add("sb_lashengweiyi002", new Vector3(-92.6f, 7.2f, -20.7f)); + targetObjectAndPosition.Add("sb_lashengweiyi003", new Vector3(-143.4f, 7.2f, -20.7f)); + targetObjectAndPosition.Add("sb_lashengweiyi004", new Vector3(-170.5f, 7.2f, -20.7f)); + + targetObjectAndPosition.Add("sb_maosuoji001", new Vector3(-67.7f, 8.1f, -20.7f)); + targetObjectAndPosition.Add("sb_maosuoji002", new Vector3(-94.7f, 8.1f, -20.7f)); + targetObjectAndPosition.Add("sb_maosuoji003", new Vector3(-142f, 8.1f, -20.7f)); + targetObjectAndPosition.Add("sb_maosuoji004", new Vector3(-172f, 8.1f, -20.7f)); + + targetObjectAndPosition.Add("sb_qixiangjiankong001", new Vector3(-84.7f, 15f, -28f)); + targetObjectAndPosition.Add("sb_qixiangjiankong002", new Vector3(-161f, 15f, -28f)); + + } + + void Update() + { + if (Input.GetMouseButtonDown(0)) + { + if (waitingSecondClick && Time.time - lastClickTime <= doubleClickInterval) + { + HandleClick(); + //core = transform.position + new Vector3(-5f, 0f, 0f); + waitingSecondClick = false; + } + else + { + waitingSecondClick = true; + lastClickTime = Time.time; + StartCoroutine(ResetClickState()); + } + } + } + + private IEnumerator ResetClickState() + { + yield return new WaitForSeconds(doubleClickInterval); + waitingSecondClick = false; + } + + private void HandleClick() + { + Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); + if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity) && hit.collider.CompareTag("Target"))//еС⣬ӦøеһǩȻҲӰcore + { + //һhit + foreach (KeyValuePair pair in targetObjectAndPosition) + { + if (hit.transform.gameObject.name == pair.Key) + { + Vector3 targetPos = pair.Value; + StartCoroutine(MoveCamera(mainCamera, targetPos, transitionDuration, hit.transform)); + } + } + core = hit.transform.position; + + //мŵĴΪṩɫʾĹܣ˫תǷֿ + //if (lastObj == null) + //{ + // currentObj = hit.collider.GetComponent().gameObject; + // currentObj.layer = 6; + //} + + //if (lastObj != null) + //{ + // currentObj = hit.collider.GetComponent().gameObject; + // currentObj.layer = 6; + // lastObj.layer = 0; + + //} + + // lastObj = currentObj; + //мŵĴΪṩɫʾĹܣ˫תǷֿ + } + + + + } + + private IEnumerator MoveCamera(Camera cam, Vector3 targetPos, float duration, Transform focusTarget) + { + Vector3 startPos = cam.transform.position; + float elapsed = 0f; + while (elapsed < duration) + { + float t = Mathf.Lerp(0f, 1f, elapsed / duration); + cam.transform.position = Vector3.Lerp(startPos, targetPos, t); + if (focusTarget != null) + cam.transform.LookAt(focusTarget); + elapsed += Time.deltaTime; + yield return null; + } + cam.transform.position = targetPos; + if (focusTarget != null) + cam.transform.LookAt(focusTarget); + } +} \ No newline at end of file diff --git a/Assets/Scripts/ClickToFocus.cs.meta b/Assets/Scripts/ClickToFocus.cs.meta new file mode 100644 index 0000000..4f01e90 --- /dev/null +++ b/Assets/Scripts/ClickToFocus.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4638f18c43c5af44f8eda9b31c0573ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ControlMoveWithCollider.cs b/Assets/Scripts/ControlMoveWithCollider.cs new file mode 100644 index 0000000..1db8b3f --- /dev/null +++ b/Assets/Scripts/ControlMoveWithCollider.cs @@ -0,0 +1,174 @@ +using UnityEngine; + +public class ControlMoveWithCollider : MonoBehaviour +{ + public float moveSpeed = 50f; // 相机平移速度 + public float zoomSpeed = 10f; // 相机缩放速度 + public ClickToFocus inScript; // 点击聚焦的脚本,提供核心逻辑 + public float rotationSensitivity = 0.2f; // 鼠标控制旋转的灵敏度 + //public float minPitch = -8f; // 最小俯仰角度(向下旋转的极限) + //public float maxPitch = 80f; // 最大俯仰角度(向上旋转的极限) + private Camera cam; + private bool isRotating = false; + private Vector2 lastMousePos; + private Vector3 reservoirCenter = new Vector3(1551f, 25f, 1119f); + private Rigidbody rb; + + void Start() + { + rb = GetComponent(); + cam = Camera.main; + Vector3 core = inScript.core; + if (inScript == null) + Debug.LogError("���� Inspector �аѹ��� ClickToFocus �������ϸ� inScript"); + } + + void Update() + { + //if (SliderDragDetector.isSliderDragging) + // return; + if (inScript == null) return; + Vector3 core = inScript.core; + + // ���� �Ҽ�ƽ�� ���� + if (Input.GetMouseButton(1)) + { + moveSpeed = Vector3.Distance(core, transform.position) / 2f;//�����漰�����غ�ʵ�ʿռ��׵Ĺ�ϵת�� + float mx = Input.GetAxis("Mouse X"); + float my = Input.GetAxis("Mouse Y"); + Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime; + + // �ж��Ƿ����ϰ��﷢����ײ + if (!WillCollideWithObstacle(desiredPosition)) + { + cam.transform.position = desiredPosition; + } + } + + // ���� �������� ���� + float scroll = Input.GetAxis("Mouse ScrollWheel"); + if (Mathf.Abs(scroll) > 0.001f) + { + Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed; + + // �ж��Ƿ����ϰ��﷢����ײ + if (!WillCollideWithObstacle(desiredPosition)) + { + cam.transform.position = desiredPosition; + } + } + + // ���� �����ʼ/������ת ���� + if (Input.GetMouseButtonDown(0)) + { + isRotating = true; + lastMousePos = Input.mousePosition; + } + if (Input.GetMouseButtonUp(0)) + { + isRotating = false; + } + + // ���� �����ק��RotateAround ʵ�� + �������� ���� + if (isRotating && Input.GetMouseButton(0)) + { + Vector2 curr = Input.mousePosition; + Vector2 delta = (curr - lastMousePos) * rotationSensitivity; + lastMousePos = curr; + + /* + + */ + // 1. ˮƽ������ Y ����ת + //Vector3 desiredPosition = cam.transform.position; + //cam.transform.RotateAround(core, Vector3.up, delta.x); + + Vector3 localPosHorizonal = cam.transform.position - core; + Quaternion rotationHorizonal = Quaternion.AngleAxis(delta.x, Vector3.up); + Vector3 newLocalPosHorizonal = rotationHorizonal * localPosHorizonal; + Vector3 newPosHorizonal = core + newLocalPosHorizonal; + + + // �����ת���Ƿ�����ײ + if (!WillCollideWithObstacle(newPosHorizonal)) + { + // ���û����ײ��ִ����ת + cam.transform.RotateAround(core, Vector3.up, delta.x); + } + else + { + // �����ײ�ˣ��Ͳ��� + + } + + // 2. ������ת + Vector3 dir = (cam.transform.position - core).normalized; + Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized; + float selfFlatX = cam.transform.forward.x; + float selfFlatZ = cam.transform.forward.z; + Vector3 selfFlat = new Vector3(selfFlatX, 0f, selfFlatZ).normalized; + float selfPitch = Vector3.SignedAngle(selfFlat, cam.transform.forward, cam.transform.right); + + + + if (selfPitch <= 80f && selfPitch >= 0f) + { + + float pitchDelta = delta.y * -1f; + + Vector3 localPosVertical = cam.transform.position - core; + Quaternion rotationVertical = Quaternion.AngleAxis(pitchDelta, cam.transform.right); + Vector3 newPosVertical = core + rotationVertical * localPosVertical; + + + if (!WillCollideWithObstacle(newPosVertical)) + { + cam.transform.RotateAround(core, cam.transform.right, pitchDelta); + } + + } + else if (selfPitch > 80f) + { + float pitchDelta = delta.y * -1f; + if (pitchDelta < 0f) + { + cam.transform.RotateAround(core, cam.transform.right, pitchDelta); + } + } + else if (selfPitch < 0f) + { + float pitchDelta = delta.y * -1f; + if (pitchDelta > 0f) + { + cam.transform.RotateAround(core, cam.transform.right, pitchDelta); + } + } + } + } + + // ��ײ��ⷽ�� + bool WillCollideWithObstacle(Vector3 targetPosition) + { + // ����ӵ�ǰλ�õ�Ŀ��λ�õķ���;��� + Vector3 moveDir = targetPosition - cam.transform.position; + float moveDist = moveDir.magnitude; + + // ʹ�� SphereCast ��鼴�������λ���Ƿ�����ϰ��﷢����ײ + RaycastHit hit; + if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide) ) + { + // �����⵽��ײ������ true + Debug.Log("collider"); + return true; + } + else if ( Mathf.Pow(targetPosition.x+120f, 2f)+ Mathf.Pow(targetPosition.z , 2f)<10000f && targetPosition.y<80f) + { + // ����ڷ�Χ�ڣ����� false + return false; + } + else + Debug.Log("outRange"); + return true;//���true��Ϊ���з���ֵ��ʵ�����߲�����һ�� + + } +} diff --git a/Assets/Scripts/ControlMoveWithCollider.cs.meta b/Assets/Scripts/ControlMoveWithCollider.cs.meta new file mode 100644 index 0000000..b11b26d --- /dev/null +++ b/Assets/Scripts/ControlMoveWithCollider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e8a3dca4b2d84e4d8f2f9d4841fae78 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ConvertCamera.cs b/Assets/Scripts/ConvertCamera.cs new file mode 100644 index 0000000..42cf149 --- /dev/null +++ b/Assets/Scripts/ConvertCamera.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ConvertCamera : MonoBehaviour +{ + public GameObject mainCamera; + + public GameObject AssociateCamera; + public GameObject Worker; + public GameObject WorkerFreeLook; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + public void WorkerView() + { + AssociateCamera.SetActive(true); + Worker.SetActive(true); + WorkerFreeLook.SetActive(true); + + mainCamera.SetActive(false); + } + + public void CameraView() + { + AssociateCamera.SetActive(false); + Worker.SetActive(false); + WorkerFreeLook.SetActive(false); + + mainCamera.SetActive(true); + } +} diff --git a/Assets/Scripts/ConvertCamera.cs.meta b/Assets/Scripts/ConvertCamera.cs.meta new file mode 100644 index 0000000..4d55204 --- /dev/null +++ b/Assets/Scripts/ConvertCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76918791af191b749a26e2a2ed05f68b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core.meta b/Assets/Scripts/Core.meta new file mode 100644 index 0000000..0dc5d4b --- /dev/null +++ b/Assets/Scripts/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 916ebc75e344ee74baf75694898258bd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core/ActionBase.cs b/Assets/Scripts/Core/ActionBase.cs new file mode 100644 index 0000000..4f8c830 --- /dev/null +++ b/Assets/Scripts/Core/ActionBase.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.Events; +using UnityEngine.UI; +using DG.Tweening; + +public abstract class ActionBase : MonoBehaviour +{ + public abstract void Init(); + public abstract void RegisterAction(); + public abstract void RemoveAction(); + + public T GetChildComponent(string path) where T : MonoBehaviour + { + GameObject go = transform.Find(path).gameObject; + T t = go.GetComponent(); + if (t == null) + { + t = go.AddComponent(); + } + return t; + } +} diff --git a/Assets/Scripts/Core/ActionBase.cs.meta b/Assets/Scripts/Core/ActionBase.cs.meta new file mode 100644 index 0000000..6f13c14 --- /dev/null +++ b/Assets/Scripts/Core/ActionBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a772b5c480e09141843b6ab5f8abb51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core/ActionCenter.cs b/Assets/Scripts/Core/ActionCenter.cs new file mode 100644 index 0000000..afcf8f6 --- /dev/null +++ b/Assets/Scripts/Core/ActionCenter.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.UI; +using UnityEngine.Events; + +public class ActionCenter : MonoBehaviour +{ + private static ActionCenter _instance; + public static ActionCenter Instance + { + get + { + if (_instance == null) + { + string name = "ActionCenter"; + GameObject obj = GameObject.Find(name); + if (obj == null) + { + obj = new GameObject(name); + _instance = obj.AddComponent(); + } + else + { + _instance = obj.GetComponent(); + if (_instance == null) + { + _instance = obj.AddComponent(); + } + } + } + return _instance; + } + } + //场景中所有ActionBase对象列表 + private List actionList = new List(); + + //初始化,场景加载完成后调用 + public void Init() + { + ActionBase[] arr = Resources.FindObjectsOfTypeAll(); + for (int i = 0; i < arr.Length; i++) + { + if (arr[i].gameObject.scene.buildIndex >= 0) + { + arr[i].Init(); + arr[i].RegisterAction(); + actionList.Add(arr[i]); + } + } + } + + public void AddAction(ActionBase action) + { + actionList.Add(action); + action.Init(); + action.RegisterAction(); + } + + public void RemoveAction(ActionBase action) + { + if (actionList.Contains(action)) + { + actionList.Remove(action); + } + } + + void OnDestroy() + { + for (int i = 0; i < actionList.Count; i++) + { + actionList[i].RemoveAction(); + } + } + + #region 执行事件 + + //执行事件 + public void DoAction(UnityAction action) + { + action?.Invoke(); + } + + //执行事件 + public void DoAction(UnityAction action, T t) + { + action?.Invoke(t); + } + + //执行事件 + public void DoAction(UnityAction action, T t, U u) + { + action?.Invoke(t, u); + } + + //执行事件 + public void DoAction(UnityAction action, T t, U u, V v) + { + action?.Invoke(t, u, v); + } + + + + + + //delay秒后,执行事件 + public void DoActionDelay(UnityAction action, float delay) + { + StartCoroutine(DoActionDelayCor(action, delay)); + } + + IEnumerator DoActionDelayCor(UnityAction action, float delay) + { + yield return new WaitForSeconds(delay); + action?.Invoke(); + } + + + //delay秒后,执行事件 + public void DoActionDelay(UnityAction action, float delay, T t) + { + StartCoroutine(DoActionDelayCor(action, delay, t)); + } + + IEnumerator DoActionDelayCor(UnityAction action, float delay, T t) + { + yield return new WaitForSeconds(delay); + action?.Invoke(t); + } + + + //delay秒后,执行事件 + public void DoActionDelay(UnityAction action, float delay, T t, U u) + { + StartCoroutine(DoActionDelayCor(action, delay, t, u)); + } + + IEnumerator DoActionDelayCor(UnityAction action, float delay, T t, U u) + { + yield return new WaitForSeconds(delay); + action?.Invoke(t, u); + } + + + //delay秒后,执行事件 + public void DoActionDelay(UnityAction action, float delay, T t, U u, V v) + { + StartCoroutine(DoActionDelayCor(action, delay, t, u, v)); + } + + IEnumerator DoActionDelayCor(UnityAction action, float delay, T t, U u, V v) + { + yield return new WaitForSeconds(delay); + action?.Invoke(t, u, v); + } + + #endregion +} diff --git a/Assets/Scripts/Core/ActionCenter.cs.meta b/Assets/Scripts/Core/ActionCenter.cs.meta new file mode 100644 index 0000000..40599a0 --- /dev/null +++ b/Assets/Scripts/Core/ActionCenter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 676ee6ef05572ae488fa5f16644f4a70 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core/EventListener.cs b/Assets/Scripts/Core/EventListener.cs new file mode 100644 index 0000000..3c47538 --- /dev/null +++ b/Assets/Scripts/Core/EventListener.cs @@ -0,0 +1,446 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.EventSystems; +using UnityEngine.Events; +using System.Collections.Generic; + +public class EventListener +{ + + /// + /// 添加指针进入事件监听 + /// + public static void AddPointerEnterListener(GameObject obj, UnityAction callback) + { + PointerEnterEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// 添加指针离开事件监听 + /// + public static void AddPointerExitListener(GameObject obj, UnityAction callback) + { + PointerExitEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// 添加指针按下事件监听 + /// + public static void AddPointerDownListener(GameObject obj, UnityAction callback) + { + PointerDownEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// 添加指针抬起事件监听 + /// + public static void AddPointerUpListener(GameObject obj, UnityAction callback) + { + PointerUpEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + + /// + /// 添加指针点击事件监听 + /// + public static void AddPointerClickListener(GameObject obj, UnityAction callback) + { + PointerClickEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + public static void AddPointerPressListener(GameObject obj, UnityAction callback) + { + PointerPressEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + + + + + + + + + + /// + /// 添加开始拖拽事件监听 + /// + public static void AddBeginDragListener(GameObject obj, UnityAction callback) + { + BeginDragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// 添加拖拽事件监听 + /// + public static void AddDragListener(GameObject obj, UnityAction callback) + { + DragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// 添加停止拖拽事件监听 + /// + public static void AddEndDragListener(GameObject obj, UnityAction callback) + { + EndDragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + + + /// + /// 添加鼠标按下事件监听 + /// + public static void AddMouseDownListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseDownListener(callback); + } + + /// + /// 添加鼠标抬起事件监听 + /// + public static void AddMouseUpListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseUpListener(callback); + } + + /// + /// 添加鼠标进入事件监听 + /// + public static void AddMouseEnterListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseEnterListener(callback); + } + + /// + /// 添加鼠标离开事件监听 + /// + public static void AddMouseExitListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseExitListener(callback); + } + +} + + + + + + + + + +//进入事件 +public class PointerEnterEvent : MonoBehaviour, IPointerEnterHandler +{ + private UnityAction action; + + public void OnPointerEnter(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//按下事件 +public class PointerDownEvent : MonoBehaviour, IPointerDownHandler +{ + private UnityAction action; + + public void OnPointerDown(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//抬起事件 +public class PointerUpEvent : MonoBehaviour, IPointerUpHandler +{ + private UnityAction action; + + public void OnPointerUp(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//离开事件 +public class PointerExitEvent : MonoBehaviour, IPointerExitHandler +{ + private UnityAction action; + + public void OnPointerExit(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//点击事件 +public class PointerClickEvent : MonoBehaviour, IPointerClickHandler +{ + private UnityAction action; + + public void OnPointerClick(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +public class PointerPressEvent : MonoBehaviour, IPointerDownHandler, IPointerUpHandler +{ + private bool isPress = false; + private UnityAction action; + private PointerEventData data; + + void Update() + { + if (isPress && action != null) + { + action.Invoke(data); + } + } + + public void OnPointerDown(PointerEventData eventData) + { + data = eventData; + isPress = true; + } + + public void OnPointerUp(PointerEventData eventData) + { + isPress = false; + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + + + +//开始拖拽事件 +public class BeginDragEvent : MonoBehaviour, IBeginDragHandler +{ + private UnityAction action; + + public void OnBeginDrag(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//拖拽事件 +public class DragEvent : MonoBehaviour, IDragHandler +{ + private UnityAction action; + + public void OnDrag(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + +//停止拖拽事件 +public class EndDragEvent : MonoBehaviour, IEndDragHandler +{ + private UnityAction action; + + public void OnEndDrag(PointerEventData eventData) + { + if (action != null) + { + action.Invoke(eventData); + } + } + + public void AddListener(UnityAction callback) + { + action = callback; + } +} + + +/// +/// 鼠标操作事件 +/// +public class MousePointEvent : MonoBehaviour +{ + private UnityAction mouseDownAction; + private UnityAction mouseUpAction; + private UnityAction mouseEnterAction; + private UnityAction mouseExitAction; + + void OnMouseDown() + { + if (mouseDownAction != null) + { + mouseDownAction.Invoke(this.gameObject); + } + } + + void OnMouseUp() + { + if (mouseUpAction != null) + { + mouseUpAction.Invoke(this.gameObject); + } + } + + void OnMouseEnter() + { + if (mouseEnterAction != null) + { + mouseEnterAction.Invoke(this.gameObject); + } + } + + void OnMouseExit() + { + if (mouseExitAction != null) + { + mouseExitAction.Invoke(this.gameObject); + } + } + + public void AddMouseDownListener(UnityAction callback) + { + mouseDownAction = callback; + } + + public void AddMouseUpListener(UnityAction callback) + { + mouseUpAction = callback; + } + + public void AddMouseEnterListener(UnityAction callback) + { + mouseEnterAction = callback; + } + + public void AddMouseExitListener(UnityAction callback) + { + mouseExitAction = callback; + } +} + diff --git a/Assets/Scripts/Core/EventListener.cs.meta b/Assets/Scripts/Core/EventListener.cs.meta new file mode 100644 index 0000000..cc3481f --- /dev/null +++ b/Assets/Scripts/Core/EventListener.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 273071f04b6f4b14ca18e0130f072bbc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core/PoolManager.cs b/Assets/Scripts/Core/PoolManager.cs new file mode 100644 index 0000000..a8918a5 --- /dev/null +++ b/Assets/Scripts/Core/PoolManager.cs @@ -0,0 +1,302 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +/// +/// 对象池管理类,日常使用一下两个方法即可 +/// 取对象Spawn(name/Prefab),回收对象Unspawn(name/Prefab) +/// +public class PoolManager : MonoBehaviour +{ + private static readonly object lockObj = new object(); + + private static PoolManager _instance; + + public static PoolManager Instance + { + get + { + if (_instance == null) + { + lock (lockObj) + { + PoolManager[] objs = FindObjectsOfType(); + if (objs != null) + { + for (int i = 0; i < objs.Length; i++) + { + DestroyImmediate(objs[i].gameObject); + } + } + GameObject go = new GameObject("PoolManager"); + DontDestroyOnLoad(go); + _instance = go.AddComponent(); + } + } + return _instance; + } + } + + //预制ID-对象池 集合 + private Dictionary poolDic = new Dictionary(); + //对象ID-对象池ID 集合 + private Dictionary itemDic = new Dictionary(); + + + /// + /// 取对象,通过对象实例 + /// + public GameObject Spawn(GameObject prefab) + { + if (!poolDic.ContainsKey(prefab.GetInstanceID())) + { + CreateNewPool(prefab); + } + GameObject item = poolDic[prefab.GetInstanceID()].Spawn(); + if (!itemDic.ContainsKey(item.GetInstanceID())) + { + itemDic.Add(item.GetInstanceID(), prefab.GetInstanceID()); + } + else + { + itemDic[item.GetInstanceID()] = prefab.GetInstanceID(); + } + return item; + } + + /// + /// 回收对象 + /// + public void Unspawn(GameObject go) + { + if (itemDic.ContainsKey(go.GetInstanceID())) + { + int id = itemDic[go.GetInstanceID()]; + if (poolDic.ContainsKey(id)) + { + poolDic[id].Unspawn(go); + itemDic.Remove(go.GetInstanceID()); + } + else + { + Debug.LogError("回收对象失败 : " + go.name); + } + } + } + + /// + /// 回收某个对象池中所有对象 + /// + public void ClearPool(GameObject prefab) + { + int id = prefab.GetInstanceID(); + if (poolDic.ContainsKey(id)) + { + poolDic[id].UnspawnAll(); + } + else + { + Debug.LogError("清空对象池失败 : " + prefab.name); + } + + List list = new List(); + foreach (int key in itemDic.Keys) + { + if (itemDic[key] == id) + { + list.Add(key); + } + } + for (int i = 0; i < list.Count; i++) + { + itemDic.Remove(list[i]); + } + } + + /// + /// 回收所有对象池 + /// + public void ClearAll() + { + foreach (ObjectPool pool in poolDic.Values) + { + pool.UnspawnAll(); + } + itemDic.Clear(); + } + + /// + /// 创建一个新的对象池 + /// + public void CreateNewPool(GameObject prefab) + { + if (poolDic.ContainsKey(prefab.GetInstanceID())) + { + Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name); + return; + } + ObjectPool pool = new ObjectPool(prefab); + poolDic.Add(prefab.GetInstanceID(), pool); + } + + /// + /// 创建一个新的对象池,并初始化 + /// + public void CreateNewPool(GameObject prefab, int initSize) + { + if (poolDic.ContainsKey(prefab.GetInstanceID())) + { + Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name); + return; + } + ObjectPool pool = new ObjectPool(prefab); + pool.InitPool(initSize); + poolDic.Add(prefab.GetInstanceID(), pool); + } + + /// + /// 创建一个新的对象池,并初始化,同时设定对象池最大容量 + /// + public void CreateNewPool(GameObject prefab, int initSize, int maxSize) + { + if (poolDic.ContainsKey(prefab.GetInstanceID())) + { + Debug.LogError("无法创建新的对象池,当前对象池已存在 : " + prefab.name); + return; + } + ObjectPool pool = new ObjectPool(prefab, maxSize); + pool.InitPool(initSize); + poolDic.Add(prefab.GetInstanceID(), pool); + } +} + +/// +/// 对象池-子池 +/// +public class ObjectPool +{ + //对象池元素 + public GameObject prefab; + + //对象池最大容量,此值小于等于0时,对象池动态增加,不设上限 + private int maxSize; + + //对象池名称 + public string Name + { + get { return prefab.name; } + } + + //对象池当前容量 + private int CurrentSize + { + get { return activeObjectList.Count + inactiveObjectList.Count; } + } + + private List activeObjectList = new List(); //已用对象列表 + private List inactiveObjectList = new List(); //待用对象列表 + + public ObjectPool(GameObject obj) + { + this.prefab = obj; + maxSize = -1; + } + + public ObjectPool(GameObject obj, int maxCount) + { + this.prefab = obj; + maxSize = maxCount; + } + + /// + /// 初始化对象池 + /// + public void InitPool(int initSize) + { + if (maxSize > 0 && initSize > maxSize) + { + Debug.LogError("对象池初始容量不能超过其最大容量!!"); + for (int i = 0; i < maxSize; i++) + { + GameObject go = GameObject.Instantiate(prefab); + go.name = prefab.name; + go.SetActive(false); + inactiveObjectList.Add(go); + } + } + else + { + for (int i = 0; i < initSize; i++) + { + GameObject go = GameObject.Instantiate(prefab); + go.name = prefab.name; + go.SetActive(false); + inactiveObjectList.Add(go); + } + } + } + + /// + /// 取对象 + /// + public GameObject Spawn() + { + if (inactiveObjectList.Count == 0) + { + if (maxSize > 0 && CurrentSize >= maxSize) + { + Debug.LogError("警告:对象池 " + Name + " 当前容量已达到最大设定值 : " + maxSize); + GameObject go = activeObjectList[0]; + return go; + } + else + { + GameObject go = GameObject.Instantiate(prefab); + go.SetActive(true); + activeObjectList.Add(go); + return go; + } + } + else + { + GameObject go = inactiveObjectList[0]; + go.SetActive(true); + inactiveObjectList.RemoveAt(0); + activeObjectList.Add(go); + return go; + } + } + + /// + /// 回收对象 + /// + public void Unspawn(GameObject go) + { + if (activeObjectList.Contains(go)) + { + go.SetActive(false); + activeObjectList.Remove(go); + inactiveObjectList.Add(go); + } + else + { + Debug.LogError("回收对象异常,当前对象不在对象列表中!!"); + } + } + + /// + /// 回收池中所有对象 + /// + public void UnspawnAll() + { + //回收修改 + int count = activeObjectList.Count; + for (int i = 0; i < count; i++) + { + if (activeObjectList.Count >= 1) + { + Unspawn(activeObjectList[0]); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Core/PoolManager.cs.meta b/Assets/Scripts/Core/PoolManager.cs.meta new file mode 100644 index 0000000..053264e --- /dev/null +++ b/Assets/Scripts/Core/PoolManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8908e1646c88df14a8dc814b707d228e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Core/WebService.cs b/Assets/Scripts/Core/WebService.cs new file mode 100644 index 0000000..5d4b310 --- /dev/null +++ b/Assets/Scripts/Core/WebService.cs @@ -0,0 +1,309 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.Networking; +using UnityEngine.UI; +using System.Collections.Generic; + +public class WebService : MonoBehaviour +{ + private static WebService _instance; + public static WebService Instance + { + get + { + if (_instance == null) + { + string name = "WebService"; + GameObject obj = GameObject.Find(name); + if (obj == null) + { + obj = new GameObject(name); + _instance = obj.AddComponent(); + } + else + { + _instance = obj.GetComponent(); + if (_instance == null) + { + _instance = obj.AddComponent(); + } + } + } + return _instance; + } + } + + //网络图片资源缓存 + private Dictionary textureCache = new Dictionary(); + //图片下载 + private Queue textureQueue = new Queue(); + //图片加载完成 + private bool isTextureQueueFinish = true; + + + void Awake() + { + DontDestroyOnLoad(this.gameObject); + } + + + + + //获取本地数据 + public void GetLocalData(Action callback, string code = null) where T : class + { + StartCoroutine(GetLocalDataCor(callback, code)); + } + + IEnumerator GetLocalDataCor(Action callback, string code) where T : class + { + string name = "JsonData/" + typeof(T).Name; + if (code != null) + { + name += "_" + code; + } + TextAsset textAsset = Resources.Load(name); + yield return new WaitForEndOfFrame(); + T t = null; + if (textAsset != null) + { + try + { + t = JsonUtility.FromJson(textAsset.text); + } + catch (Exception e) + { + Debug.LogError("Json反序列化异常, type = " + typeof(T) + ", Exception : " + e.ToString()); + } + } + else + { + Debug.LogErrorFormat("{0}.json is not found.", typeof(T).Name); + } + if (callback != null) + { + callback.Invoke(t); + } + } + + public void GetText(string url, Action callback) + { + StartCoroutine(GetTextCor(url, callback)); + } + + IEnumerator GetTextCor(string url, Action callback) + { + UnityWebRequest unityWeb = UnityWebRequest.Get(url); + unityWeb.downloadHandler = new DownloadHandlerBuffer(); + unityWeb.SetRequestHeader("Authorization", "tenantCode=CZFHSK&accessToken=52060d8c71d0e4a2d97c1b900acc8b1fa3a6928d"); + + yield return unityWeb.SendWebRequest(); + if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError) + { + callback?.Invoke(unityWeb.downloadHandler.text); + } + else + { + Debug.LogError("Web请求失败, Error : " + unityWeb.error); + } + unityWeb.Dispose(); + } + + //Get通信 + public void Get(string url, Action callback) where T : class + { + StartCoroutine(GetCor(url, callback)); + } + + IEnumerator GetCor(string url, Action callback) where T : class + { + UnityWebRequest unityWeb = UnityWebRequest.Get(url); + unityWeb.downloadHandler = new DownloadHandlerBuffer(); + unityWeb.SetRequestHeader("Authorization", "tenantCode=CZFHSK&accessToken=52060d8c71d0e4a2d97c1b900acc8b1fa3a6928d"); + + yield return unityWeb.SendWebRequest(); + T t = null; + if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError) + { + try + { + t = JsonUtility.FromJson(unityWeb.downloadHandler.text); + } + catch (Exception e) + { + Debug.LogError("Json反序列化异常, type = " + typeof(T) + ", Exception : " + e.ToString()); + } + } + else + { + Debug.LogError("Web请求失败, type = " + typeof(T) + ", Error : " + unityWeb.error); + } + if (callback != null) + { + callback.Invoke(t); + } + unityWeb.Dispose(); + } + + //Post通信 + public void Post(string url, object obj, Action callback) where T : class + { + StartCoroutine(PostCor(url, obj, callback)); + } + + IEnumerator PostCor(string url, object obj, Action callback) where T : class + { + UnityWebRequest unityWeb = new UnityWebRequest(url, "POST"); + if (obj != null) + { + string json = JsonUtility.ToJson(obj); + byte[] data = System.Text.Encoding.UTF8.GetBytes(json); + unityWeb.uploadHandler = new UploadHandlerRaw(data); + } + + unityWeb.downloadHandler = new DownloadHandlerBuffer(); + unityWeb.SetRequestHeader("Content-Type", "application/json;charset=utf-8"); + yield return unityWeb.SendWebRequest(); + T t = null; + if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError) + { + try + { + t = JsonUtility.FromJson(unityWeb.downloadHandler.text); + } + catch (Exception e) + { + Debug.LogError("Json反序列化异常, type = " + typeof(T) + ", Exception : " + e.ToString()); + } + } + else + { + Debug.LogError("Web请求失败, type = " + typeof(T) + ", Error : " + unityWeb.error); + } + + if (callback != null) + { + callback.Invoke(t); + } + unityWeb.Dispose(); + } + + //加载图片资源 + public void GetTexture(string url, RawImage image, bool isCache = true) + { + if (url.Length == 0) + { + return; + } + int code = url.GetHashCode(); + //缓存数据 + if (textureCache.ContainsKey(code)) + { + image.gameObject.SetActive(true); + image.texture = textureCache[code]; + return; + } + //加入队列 + LoadTextureTask task = new LoadTextureTask(url, image, isCache); + textureQueue.Enqueue(task); + //下载图片 + if (isTextureQueueFinish) + { + StartCoroutine(GetTextureCor()); + } + } + + IEnumerator GetTextureCor() + { + isTextureQueueFinish = false; + LoadTextureTask task = textureQueue.Dequeue(); + UnityWebRequest unityWeb = UnityWebRequestTexture.GetTexture(task.url); + yield return unityWeb.SendWebRequest(); + if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError) + { + Texture2D texture = ((DownloadHandlerTexture)unityWeb.downloadHandler).texture; + //Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f)); + task.image.gameObject.SetActive(true); + task.image.texture = texture; + //缓存 + if (task.cache) + { + if (textureCache.ContainsKey(task.url.GetHashCode())) + { + textureCache[task.url.GetHashCode()] = texture; + } + else + { + textureCache.Add(task.url.GetHashCode(), texture); + } + } + } + else + { + Debug.LogError("图片加载失败失败, url : " + task.url + " error : " + unityWeb.error); + } + unityWeb.Dispose(); + //递归 + if (textureQueue.Count > 0) + { + StartCoroutine(GetTextureCor()); + } + else + { + isTextureQueueFinish = true; + } + } + + + //获取AssetBundle + public void GetAssetBundle(string url, Action callback) + { + StartCoroutine(GetAssetBundleCor(url, callback)); + } + + IEnumerator GetAssetBundleCor(string url, Action callback) + { + UnityWebRequest unityWeb = UnityWebRequestAssetBundle.GetAssetBundle(url); + yield return unityWeb.SendWebRequest(); + AssetBundle bundle = null; + if (unityWeb.result != UnityWebRequest.Result.ConnectionError && unityWeb.result != UnityWebRequest.Result.ProtocolError) + { + bundle = DownloadHandlerAssetBundle.GetContent(unityWeb); + } + else + { + Debug.LogError("Web请求失败, type = AssetBundle, Error : " + unityWeb.error); + } + if (callback != null) + { + callback.Invoke(bundle); + } + unityWeb.Dispose(); + } + + //判断是否在WebGL平台运行 + public static bool IsRunningInWebGL() + { + return Application.platform == RuntimePlatform.WebGLPlayer; + } + + + + +} + +//图片加载任务 +public class LoadTextureTask +{ + public string url; + public RawImage image; + public bool cache; + + public LoadTextureTask(string _url, RawImage _image, bool _cache) + { + url = _url; + image = _image; + cache = _cache; + } +} diff --git a/Assets/Scripts/Core/WebService.cs.meta b/Assets/Scripts/Core/WebService.cs.meta new file mode 100644 index 0000000..1b33c26 --- /dev/null +++ b/Assets/Scripts/Core/WebService.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0e679bd9f5777b04bb36e9b3402a0f9e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tools.meta b/Assets/Scripts/Tools.meta new file mode 100644 index 0000000..8149042 --- /dev/null +++ b/Assets/Scripts/Tools.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f01a4173d49a5344c99ae3b17df24441 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tools/IconFollow2D.cs b/Assets/Scripts/Tools/IconFollow2D.cs new file mode 100644 index 0000000..3eece6a --- /dev/null +++ b/Assets/Scripts/Tools/IconFollow2D.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; +using UnityEngine.EventSystems; // 添加这一行 +public class IconFollow2D : MonoBehaviour +{ + //目标对象 + public Transform target; + //目标位置 + public Vector3 targetPos; + + + + private Camera mainCamera; + private CanvasGroup canvas; + + + + void Awake() + { + mainCamera = Camera.main; + canvas = GetComponent(); + if (canvas == null) + { + canvas = gameObject.AddComponent(); + } + } + + + + void LateUpdate() + { + if (mainCamera != null) + { + if (target != null) + { + Vector3 pos = mainCamera.WorldToScreenPoint(target.position); + pos = new Vector3(pos.x, pos.y, pos.z); + transform.position = pos; + } + else if (targetPos != null) + { + Vector3 pos = mainCamera.WorldToScreenPoint(targetPos); + pos = new Vector3(pos.x, pos.y, pos.z); + transform.position = pos; + } + if (Time.frameCount % 5 == 0) + { + ResetAlpha(); + } + } + } + + + void ResetAlpha() + { + if (transform.position.z > 0f && canvas.alpha < 0.1f) + { + canvas.alpha = 1f; + } + else if (transform.position.z < 0f && canvas.alpha > 0.9f) + { + canvas.alpha = 0f; + } + } + +} diff --git a/Assets/Scripts/Tools/IconFollow2D.cs.meta b/Assets/Scripts/Tools/IconFollow2D.cs.meta new file mode 100644 index 0000000..2d12760 --- /dev/null +++ b/Assets/Scripts/Tools/IconFollow2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6616d2c1d0fdef45b0bcab0d086666d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tools/IconFollow3D.cs b/Assets/Scripts/Tools/IconFollow3D.cs new file mode 100644 index 0000000..240e25b --- /dev/null +++ b/Assets/Scripts/Tools/IconFollow3D.cs @@ -0,0 +1,118 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; + +/// +/// 3DUI跟随相机 +/// +public class IconFollow3D : MonoBehaviour +{ + public enum LookAtTye + { + //看向相机坐标 + CameraPos, + //看向相机平面 + CameraPlane + } + + public enum RotateAxis + { + Any, + X, + Y, + Z + } + + public LookAtTye lookAtTye = LookAtTye.CameraPlane; + public RotateAxis rotateAxis = RotateAxis.Any; + + private bool isFollow; + private Transform mainCamera; + private Transform followTarget; + + private Vector3 lookAtPos; + + void Awake() + { + isFollow = true; + mainCamera = Camera.main.transform; + } + + + void Update() + { + if (isFollow) + { + if (followTarget != null) + { + transform.position = followTarget.position; + } + switch (lookAtTye) + { + case LookAtTye.CameraPos: + lookAtPos = mainCamera.position; + break; + case LookAtTye.CameraPlane: + lookAtPos = transform.position - mainCamera.forward; + break; + default: + break; + } + switch (rotateAxis) + { + case (RotateAxis.Any): + break; + case (RotateAxis.X): + lookAtPos.x = transform.position.x; + break; + case (RotateAxis.Y): + lookAtPos.y = transform.position.y; + break; + case (RotateAxis.Z): + lookAtPos.z = transform.position.z; + break; + } + transform.LookAt(lookAtPos); + } + } + + void OnEnable() + { + isFollow = true; + } + + void OnBecameVisible() + { + isFollow = true; + } + + void OnBecameInvisible() + { + isFollow = false; + } + + //设置跟随相机 + public void SetCamera(Transform followCamera) + { + mainCamera = followCamera; + } + + //设置Icon坐标 + public void SetIconPos(Vector3 pos) + { + transform.position = pos; + } + + //设置跟随对象 + public void SetFollowTarget(Transform target) + { + followTarget = target; + if (target.Find("iconPos") != null) + { + followTarget = target.Find("iconPos"); + } + } +} + + diff --git a/Assets/Scripts/Tools/IconFollow3D.cs.meta b/Assets/Scripts/Tools/IconFollow3D.cs.meta new file mode 100644 index 0000000..5725862 --- /dev/null +++ b/Assets/Scripts/Tools/IconFollow3D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aed7fea4c9a968744860ad541ef69f0b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ui.meta b/Assets/Scripts/Ui.meta new file mode 100644 index 0000000..3dd6217 --- /dev/null +++ b/Assets/Scripts/Ui.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 08121688d47e42f439a212fc222b4ced +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ui/LookAt.cs b/Assets/Scripts/Ui/LookAt.cs new file mode 100644 index 0000000..6061535 --- /dev/null +++ b/Assets/Scripts/Ui/LookAt.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LookAt : MonoBehaviour +{ + private GameObject Player; + private CameraRover cameraRover; + void Awake() + { + Player = GameObject.Find("Player"); + if (Player != null) + { + // 获取 Player 上挂载的 CameraRover 脚本实例 + cameraRover = Player.GetComponent(); + } + } + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + private void OnMouseDown() { + cameraRover.WebCallOpenItem("iconCameraBlue_1"); + } +} diff --git a/Assets/Scripts/Ui/LookAt.cs.meta b/Assets/Scripts/Ui/LookAt.cs.meta new file mode 100644 index 0000000..839d009 --- /dev/null +++ b/Assets/Scripts/Ui/LookAt.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 457ab5f9ce79cc3489ce5e76abaf8cc5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ui/PnlIcon.cs b/Assets/Scripts/Ui/PnlIcon.cs new file mode 100644 index 0000000..5eb9fe0 --- /dev/null +++ b/Assets/Scripts/Ui/PnlIcon.cs @@ -0,0 +1,341 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; +using Newtonsoft.Json; + +public class IconDataHolder : MonoBehaviour +{ + public IconData Data; +} + +public class PnlIcon : ActionBase +{ + private Dictionary> iconLists = new Dictionary> + { + { PageType.Icon01, new List() }, + { PageType.Icon02, new List() }, + { PageType.Icon03, new List() }, + { PageType.Icon04, new List() }, + // { PageType.Icon05, new List() } + }; + private Dictionary> appCacheLists; + private void InitializeAppCacheLists() + { + appCacheLists = new Dictionary> + { + { PageType.Icon01, AppCache.iconPointList01 }, + { PageType.Icon02, AppCache.iconPointList02 }, + { PageType.Icon03, AppCache.iconPointList03 }, + { PageType.Icon04, AppCache.iconPointList04 }, + }; + } + + private Dictionary textPrefixes = new Dictionary + { + { PageType.Icon01, "gnss监测" }, + { PageType.Icon02, "水位" }, + { PageType.Icon03, "雨量监测" }, + { PageType.Icon04, "渗压计监测" }, + }; + + private Dictionary prefabPaths = new Dictionary + { + { PageType.Icon01, "Icon2D/iconPrefab" }, + { PageType.Icon02, "Icon2D/iconPrefab" }, + { PageType.Icon03, "Icon2D/iconPrefab" }, + { PageType.Icon04, "Icon2D/iconPrefab" }, + }; + + private static readonly Dictionary IconMapping = new Dictionary +{ + { PageType.Icon01, "MT014" }, + { PageType.Icon02, "MT011" }, + { PageType.Icon03, "MT002" }, + { PageType.Icon04, "MT032" } +}; + private GameObject Player; + private CameraRover cameraRover; + void Awake() + { + Player = GameObject.Find("Player"); + if (Player != null) + { + // 获取 Player 上挂载的 CameraRover 脚本实例 + cameraRover = Player.GetComponent(); + } + } + + void Update() + { + } + + public override void Init() + { + gameObject.SetActive(true); + } + public override void RegisterAction() + { + GameEvent.OpenPage += Open; + GameEvent.ClosePage += Close; + } + + public override void RemoveAction() + { + GameEvent.OpenPage -= Open; + GameEvent.ClosePage -= Close; + } + + void Open(PageType type) + { + // Debug.Log(type); + OpenIcon(type); + } + + void Close(PageType type) + { + CloseIcon(type); + } + // void OpenIcon(PageType type) + // { // 确保 AppCache 列表已初始化 + // if (!IsAppCacheInitialized()) + // { + // // Debug.LogError("AppCache 列表未初始化!"); + // return; + // } + + // // 确保 appCacheLists 已初始化 + // if (appCacheLists == null) + // { + // InitializeAppCacheLists(); + // } + + // if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null) + // { + // // Debug.LogError($"类型 {type} 的列表为空或不存在!"); + // return; + // } + + // List iconDataList = appCacheLists[type]; + + // string prefabPath = prefabPaths[type]; + // string textPrefix = textPrefixes[type]; + // // Debug.Log(IconMapping[type]); + + // for (int i = 0; i < iconDataList.Count; i++) + // { + // IconData iconData = iconDataList[i]; + // // 确保数据有效 + // if (iconData == null || iconData.iconTransform == null) + // continue; + + // // 预制体对象 + // GameObject prefab = Resources.Load(prefabPath); + // GameObject icon = PoolManager.Instance.Spawn(prefab); + + // // 使用 iconTransform 的 name 和 position + // icon.name = iconData.iconName; + // icon.transform.SetParent(transform); + // icon.transform.localScale = Vector3.one * 0.8f; + // icon.GetComponent().targetPos = iconData.iconTransform.position; + + // Transform txtMsgTransform = FindChildRecursive(icon.transform, "txtMsg"); + // Text textComponent = txtMsgTransform.GetComponent(); + // textComponent.text = icon.name; + + // Transform iconBgTransform = FindChildRecursive(icon.transform, "iconBg"); + // Image iconBgImage = iconBgTransform.GetComponent(); + // Sprite sprite = Resources.Load($"icons/{IconMapping[type]}"); + // iconBgImage.sprite = sprite; + + + // iconLists[type].Add(icon); + // EventListener.AddPointerClickListener(icon, (clickEventData) => OnIconClick(iconData)); ; + // } + // } + + void OpenIcon(PageType type) + { + if (!IsAppCacheInitialized()) + { + // Debug.LogError("AppCache 列表未初始化!"); + return; + } + + // 确保 appCacheLists 已初始化 + if (appCacheLists == null) + { + InitializeAppCacheLists(); + } + + if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null) + { + // Debug.LogError($"类型 {type} 的列表为空或不存在!"); + return; + } + + List iconDataList = appCacheLists[type]; + string prefabPath = prefabPaths[type]; + + // 1. 提前加载预制体和精灵资源,避免重复加载 + GameObject prefab = Resources.Load(prefabPath); + Sprite iconSprite = Resources.Load($"icons/{IconMapping[type]}"); + + // 检查资源是否成功加载 + if (prefab == null || iconSprite == null) + { + Debug.LogError($"资源加载失败: Prefab={prefabPath}, Sprite=icons/{IconMapping[type]}"); + return; + } + + // 2. 初始化列表(如果需要) + if (iconLists[type] == null) + iconLists[type] = new List(); + + // 3. 使用协程分帧创建对象,减少单帧压力 + StartCoroutine(CreateIconsOverTime(type, iconDataList, prefab, iconSprite)); + } + + IEnumerator CreateIconsOverTime(PageType type, List iconDataList, GameObject prefab, Sprite iconSprite) + { + int batchSize = 5; // 每帧创建的对象数量 + int framesBetweenBatches = 1; // 创建批次之间的帧数 + + for (int i = 0; i < iconDataList.Count; i++) + { + IconData iconData = iconDataList[i]; + if (iconData == null || iconData.iconTransform == null) + continue; + + // 从对象池生成图标 + GameObject icon = PoolManager.Instance.Spawn(prefab); + SetupIcon(icon, iconData, iconSprite); + iconLists[type].Add(icon); + + // 控制创建速率 + if ((i + 1) % batchSize == 0) + { + // 每创建batchSize个对象后等待几帧 + for (int f = 0; f < framesBetweenBatches; f++) + yield return null; + } + } + + // 4. 加载完成后强制垃圾回收 + yield return new WaitForSeconds(0.5f); + Resources.UnloadUnusedAssets(); + System.GC.Collect(); + } + + void SetupIcon(GameObject icon, IconData iconData, Sprite iconSprite) + { + // 设置图标基本属性 + icon.name = iconData.iconName; + icon.transform.SetParent(transform); + icon.transform.localScale = Vector3.one * 0.8f; + icon.GetComponent().targetPos = iconData.iconTransform.position; + + // 获取并设置文本组件 + Transform txtMsgTransform = FindChildRecursive(icon.transform, "txtMsg"); + Text textComponent = txtMsgTransform.GetComponent(); + textComponent.text = icon.name; + + // 设置图标背景 + Transform iconBgTransform = FindChildRecursive(icon.transform, "iconBg"); + Image iconBgImage = iconBgTransform.GetComponent(); + iconBgImage.sprite = iconSprite; + + // 添加点击事件 + EventListener.AddPointerClickListener(icon, (clickEventData) => OnIconClick(iconData)); + } + + private bool IsAppCacheInitialized() + { + return AppCache.iconPointList01 != null && + AppCache.iconPointList02 != null && + AppCache.iconPointList03 != null && + AppCache.iconPointList04 != null; + } + + void CloseIcon(PageType type) + { + if (!iconLists.ContainsKey(type)) + { + return; + } + for (int i = 0; i < iconLists[type].Count; i++) + { + PoolManager.Instance.Unspawn(iconLists[type][i]); + } + iconLists[type].Clear(); + } + + private Transform FindChildRecursive(Transform parent, string name) + { + foreach (Transform child in parent) + { + if (child.name == name) + return child; + + // 递归查找子对象的子对象 + Transform found = FindChildRecursive(child, name); + if (found != null) + return found; + } + return null; + } + + void OnIconClick(IconData iconData) + { + + if (iconData != null && cameraRover != null) + { + cameraRover.StartCoroutine(cameraRover.CallOpenItem(iconData.cameraTransform)); + cameraRover.SetTargetPosition(iconData.iconTransform.position); + // Debug.Log($"点击的图标信息:"); + // Debug.Log($"device_sn: {iconData.device_sn}"); + // Debug.Log($"iconName: {iconData.iconName}"); + // Debug.Log($"identifier: {iconData.identifier}"); + // Debug.Log($"iconTransform: {iconData.iconTransform}"); + // Debug.Log($"cameraName: {iconData.cameraName}"); + // Debug.Log($"cameraTransform: {iconData.cameraTransform.position}"); + // Debug.Log(iconData.iconTransform.position); + + StartCoroutine(WaitForFlightCompletion(iconData)); + cameraRover.StartCoroutine(cameraRover.CallOpenItem(iconData.cameraTransform)); + } + else + { + Debug.LogWarning("点击的图标没有关联的 IconData!"); + } + } + + private IEnumerator WaitForFlightCompletion(IconData iconData) + { + + // 等待飞行结束 + while (!cameraRover.isFlightCompleted) + { + yield return null; + } + + // 飞行结束,执行网络请求和数据发送操作 + string BASE_URL = "/api.php/Device/deviceDetail?device_sn=" + iconData.device_sn + "&identifier=" + iconData.identifier; + string url = WebService.IsRunningInWebGL() ? BASE_URL : AppCache.url + BASE_URL; + WebService.Instance.Get(url, delegate (JsonDetails details) + { + var dataToSend = new DataToSend + { + dataItem = details.result, + iconName = iconData.iconName + }; + string jsonData = JsonConvert.SerializeObject(dataToSend); + // Debug.Log("序列化后的JSON: " + jsonData); + Application.ExternalCall("sendDataToVue", jsonData); + cameraRover.SetFlightCompleted(false); + }); + } + + +} diff --git a/Assets/Scripts/Ui/PnlIcon.cs.meta b/Assets/Scripts/Ui/PnlIcon.cs.meta new file mode 100644 index 0000000..6605053 --- /dev/null +++ b/Assets/Scripts/Ui/PnlIcon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b2d4fefc0e1a17941b74b60a5e05e76f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ui/PnlMain.cs b/Assets/Scripts/Ui/PnlMain.cs new file mode 100644 index 0000000..f731761 --- /dev/null +++ b/Assets/Scripts/Ui/PnlMain.cs @@ -0,0 +1,158 @@ +using DG.Tweening; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PnlMain : ActionBase +{ + private const int ButtonCount = 5; + private List