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+ assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween.meta new file mode 100644 index 0000000..176c3f5 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 620726450ba8074419cdaacd45e9bd50 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML new file mode 100644 index 0000000..2b1b76a --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML @@ -0,0 +1,2631 @@ + + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type withing all possible project assembly names + + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween timeScale. + Default: 1 + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups + + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + + Path control point + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + If TRUE includes the eventual tween delay, otherwise skips it + If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path) or CatmullRom (curved CatmullRom path) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween wil go backwards + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + + + diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML.meta new file mode 100644 index 0000000..f19d71e --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.XML.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c9119d9ba5a120248abef06bd80507a4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.dll b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.dll new file mode 100644 index 0000000..3c0b31f Binary files /dev/null and b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.dll differ diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.dll.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/DOTween.dll.meta new file mode 100644 index 0000000..6f54eaf --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor.meta new file mode 100644 index 0000000..dfe0c9a --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML new file mode 100644 index 0000000..92ab578 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..d24d1cd --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Editor/DOTweenEditor.dll new file mode 100644 index 0000000..e3be88c Binary files /dev/null and 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allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules.meta new file mode 100644 index 0000000..751f705 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 0000000..821a653 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 0000000..fddf54d --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 0000000..1d92f58 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 0000000..4a74062 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 0000000..a06d74d --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..a307f00 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 0000000..f2a1dd5 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..b31ba05 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 0000000..e01671a --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 0000000..5a2c9f3 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 0000000..33b897c --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 0000000..a078ffc --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 0000000..d25b741 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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 â–º TextMesh Pro + /// - DOTWEEN_TK2D â–º 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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..78f1445 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/readme.txt b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/readme.txt new file mode 100644 index 0000000..37ff7ef --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/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/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/readme.txt.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/readme.txt.meta new file mode 100644 index 0000000..0c3c221 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/DOTween/readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 85711f9f9dc95c44381e8a86d75b16df +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources.meta b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources.meta new file mode 100644 index 0000000..31cbf70 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ff34ed31b177cf4cba9920ea71e579d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources/DOTweenSettings.asset b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources/DOTweenSettings.asset new file mode 100644 index 0000000..8add8f5 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/DiYiRenCheng/Plugins/Plugin_DOTween/Resources/DOTweenSettings.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! 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Co., Ltd. + FileName: FirstViewControl.cs + Author:汪海波 Version :1.0 Date: + Description: +************************************************************/ + +using UnityEngine; +using System.Collections; +using System; +using DG.Tweening; + +public class FirstViewControl : MonoBehaviour +{ + public enum FirstViewControlState + { + noUse,//ä¸ä½¿ç”¨ + playerControl,//第一人称控制 + playerAnim,//第一人动画 + } + + public Transform characterTrans, camTrans; + + + /// /// å•例公开属性 /// + public static FirstViewControl instance { set { } get { return _instance; } } + private static FirstViewControl _instance; + void Awake() + { + _instance = this; + } + + void Start() + { + if (characterTrans == null) + characterTrans = this.gameObject.transform; + if (camTrans == null) + camTrans = this.gameObject.transform.Find("Main Camera").transform; + + IniQuaternion(); + } + + // Update is called once per frame + void Update() + { + JueSeKongZhi(); + } + public FirstViewControlState playerState = FirstViewControlState.playerControl; + [HideInInspector] + public bool isCanSimpleMove = true, isCanRotate = true, isCanUpDown = true, isCanScrollView = true; + [HideInInspector] + public bool isTextInput; + + void JueSeKongZhi() + { + if (playerState == FirstViewControlState.playerControl) + { + if (isCanSimpleMove && !isTextInput) + SimpleMove(); + if (isCanRotate) + RotateCamera(); + if (isCanUpDown) + CamUpDown(); + if (isCanScrollView) + CamViewScale(); + + } + } + + #region 人物移动 + [Header("人物移动")] + Vector3 movedir; + public float moveSpeed = 0.1f; + [Header("æ˜¯å¦æ·»åŠ é‡åŠ›æ•ˆæžœ")] + public bool Isvelocity = false; + + /// + /// 人物移动 + /// + public void SimpleMove() + { + float h = Input.GetAxis("Horizontal"); + float v = Input.GetAxis("Vertical"); + if (h != 0 || v != 0) + { + + float va = camTrans.gameObject.GetComponent().fieldOfView; + movedir = transform.TransformDirection(new Vector3(h, 0, v).normalized * moveSpeed * va * Time.deltaTime); + characterTrans.GetComponent().Move(movedir); + if (Isvelocity) + { + //有é‡åŠ›çš„æ•ˆæžœ + var velocity = GetComponent().velocity; + var currentMovementOffset = velocity * Time.deltaTime; + var pushDownOffset = Mathf.Max(GetComponent().stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); + currentMovementOffset = (-1) * pushDownOffset * Vector3.up; + + characterTrans.GetComponent().Move(currentMovementOffset); + } + } + + + } + #endregion + + #region 相机旋转 + [Header("相机旋转")] + private float XSensitivity = 3f; + private float YSensitivity = 3f; + private Quaternion m_CharacterTargetRot; + private Quaternion m_CameraTargetRot; + private bool clampVerticalRotation = true; + private bool smooth = true; + private float smoothTime = 5f; + + public void IniQuaternion() + { + m_CharacterTargetRot = characterTrans.localRotation; + m_CameraTargetRot = camTrans.localRotation; + } + /// + /// 相机旋转 + /// + public void RotateCamera() + { + if (Input.GetMouseButton(0)) + { + float yRot = Input.GetAxis("Mouse X") * XSensitivity; + float xRot = Input.GetAxis("Mouse Y") * YSensitivity; + + m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); + m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f); + + if (clampVerticalRotation) + m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); + if (smooth) + { + characterTrans.localRotation = Quaternion.Slerp(characterTrans.localRotation, m_CharacterTargetRot, + smoothTime * Time.deltaTime); + camTrans.localRotation = Quaternion.Slerp(camTrans.localRotation, m_CameraTargetRot, + smoothTime * Time.deltaTime); + + } + else + { + characterTrans.localRotation = m_CharacterTargetRot; + camTrans.localRotation = m_CameraTargetRot; + } + } + if (Input.GetMouseButtonUp(0)) + { + if (smooth) + { + m_CharacterTargetRot = characterTrans.localRotation; + m_CameraTargetRot = camTrans.localRotation; + } + } + + } + + private float MinimumX = -60F; + private float MaximumX = 60F; + Quaternion ClampRotationAroundXAxis(Quaternion q) + { + q.x /= q.w; + q.y /= q.w; + q.z /= q.w; + q.w = 1.0f; + + float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x); + + angleX = Mathf.Clamp(angleX, MinimumX, MaximumX); + + q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX); + + return q; + } + #endregion + + #region 相机上下移动 + [Header("相机上下移动")] + private int dirNum = 0;//åˆ¤æ–­ä¸­å»ºæŒ‰ä¸‹åœæ­¢ä¸åŠ¨æ—¶ 是å‘下还是å‘上移动 + private float camUpDownSpeed = 0.8f;//相机上下速度 + + private float shangXia; + + public float camHeightMax = 0.5f;//相机最高高度 + public float camHeightMin = -0.5f;//相机最低高度 + + + /// + /// 相机上下移动 + /// + public void CamUpDown() + { + if (Input.GetMouseButton(2))//?м????? + { + shangXia = shangXia + 0.5f * Input.GetAxis("Mouse Y"); + shangXia = Mathf.Clamp(shangXia, -5.3f, 5.3f); + + camTrans.localPosition = new Vector3(camTrans.localPosition.x, Mathf.Clamp(camTrans.localPosition.y, camHeightMin, camHeightMax), camTrans.localPosition.z); + + camTrans.Translate(0, shangXia * 0.01f, 0,Space.World); + } + else if (Input.GetMouseButtonUp(2)) + { + shangXia = 0; + } + } + #endregion + + #region 相机view值å˜åŒ– + //[Header("相机视角值å˜åŒ–")] + private float camViewSpeed = -50;//相机viewå˜åŒ–速度 + public void CamViewScale() + { + + float h = Input.GetAxis("Mouse ScrollWheel"); + if (h != 0) + { + float value = Mathf.Clamp(camTrans.GetComponent().fieldOfView + camViewSpeed * h, 20, 60); + DOTween.To(() => camTrans.GetComponent().fieldOfView, x => camTrans.GetComponent().fieldOfView = x, value, 0.2f).SetEase(Ease.Linear); + camUpDownSpeed = (camTrans.GetComponent().fieldOfView - 20) * 0.7f / 40 + 0.05f; + } + } + + + #endregion + + //æ‘„åƒæœºåŠ¨ç”» + public void MoveToDestination(Vector3 pos, Vector3 ros, Vector3 cameraRos, float hight, float delay, float time, float View = 60) + { + playerState = FirstViewControlState.playerAnim; + if (camTrans.GetComponent().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent().fieldOfView - View) > 5) + { + DOTween.To(() => camTrans.GetComponent().fieldOfView, x => camTrans.GetComponent().fieldOfView = x, 60, 1f).SetDelay(delay).SetEase(Ease.InOutQuad); + delay += 1; + } + + characterTrans.DOLocalMove(pos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad); + characterTrans.DOLocalRotate(ros, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad); + + camTrans.GetComponent().transform.DOLocalRotate(cameraRos, time).SetRelative(false).SetDelay(delay).SetEase(Ease.InOutQuad); + camTrans.transform.DOLocalMoveY(hight, time).SetDelay(delay).SetEase(Ease.InOutQuad); + DOTween.To(() => camTrans.GetComponent().fieldOfView, x => camTrans.GetComponent().fieldOfView = x, View, time).SetRelative(false).SetDelay(delay).SetEase(Ease.Linear).OnComplete(() => + { + if (smooth) + IniQuaternion(); + playerState = FirstViewControlState.playerControl; + }); + } + + + public Tweener MoveToDestination(Vector3 playerPos, Vector3 playerRot, Vector3 camPos, Vector3 _camRot, float time, float detime, float fieldvalue) + { + playerState = FirstViewControlState.playerAnim; + //CommandManager.instance.ExecuteCommand(this, false, "playermove", playerPos, playerRot, camPos, _camRot, time, detime, fieldvalue); + if (camTrans.GetComponent().fieldOfView < 59 && Mathf.Abs(camTrans.GetComponent().fieldOfView - fieldvalue) > 5) + { + DOTween.To(() => camTrans.GetComponent().fieldOfView, x => camTrans.GetComponent().fieldOfView = x, 60, 1f).SetDelay(detime).SetEase(Ease.InOutQuad); + detime += 1; + } + Tweener t = default(Tweener); + this.transform.DOLocalMove(playerPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad); + this.transform.DOLocalRotate(playerRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad); + Camera.main.transform.DOLocalMove(camPos, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad); + t = Camera.main.transform.DOLocalRotate(_camRot, time).SetRelative(false).SetDelay(detime).SetEase(Ease.InOutQuad); + + Tweener tt = DOTween.To(() 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movementSpeed = 10.0f; // »ù´¡Òƶ¯ËÙ¶È + public float fastSpeed = 50.0f; // ¼ÓËÙÒÆ¶¯ËÙ¶È£¨°´×¡ Shift£© + public float mouseSensitivity = 3.0f; // Êó±êÁéÃô¶È + + private float yaw = 0.0f; // ˮƽÐýת½Ç¶È + private float pitch = 0.0f; // ´¹Ö±Ðýת½Ç¶È + + void Start() + { + // Ëø¶¨²¢Òþ²ØÊó±ê¹â±ê + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + void Update() + { + // Êó±ê¿ØÖÆÊÓ½Ç + float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity; + float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity; + + yaw += mouseX; + pitch -= mouseY; + pitch = Mathf.Clamp(pitch, -90f, 90f); // ÏÞÖÆ´¹Ö±Ðýת½Ç¶È + + transform.eulerAngles = new Vector3(pitch, yaw, 0.0f); + + // ¼üÅÌ¿ØÖÆÒƶ¯ + float currentSpeed = Input.GetKey(KeyCode.LeftShift) ? fastSpeed : movementSpeed; + Vector3 direction = new Vector3(); + + if (Input.GetKey(KeyCode.W)) + direction += transform.forward; + if (Input.GetKey(KeyCode.S)) + direction -= transform.forward; + if (Input.GetKey(KeyCode.A)) + direction 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assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader new file mode 100644 index 0000000..7fde9ed --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader @@ -0,0 +1,85 @@ +Shader "BadDog/URP/BGWater" +{ + Properties + { + [Header(Three Direction Wave)] + _MainWave("Main Wave", 2D) = "white" {} + _MainWaveBumpScale("Main Wave Bump Scale", Range(0, 2)) = 1 + _SecondWave("Second Wave", 2D) = "white" {} + _SecondWaveBumpScale("Second Normal Bump Scale", Range(0, 2)) = 1 + _MainWaveTilingOffset("Main Wave Tiling Offset", Vector) = (1, 1, 1, 1) + _SecondWaveTilingOffset("Second Wave Tiling Offset", Vector) = (1, 1, -1, 1) + _ThirdWaveTilingOffset("Third Wave Tiling Offset", Vector) = (1, 1, 1, -1) + + [Header(Water)] + _WaterBaseColor("Water Base Color", Color) = (1.0, 1.0, 1.0, 1) + + [Header(Muddy)] + _WaterMuddyColor("Water Muddy Color", Color) = (1.0, 1.0, 1.0, 1) + _WaterMuddyScale("Water Muddy Scale", Range(0, 2)) = 1 + _WaterDepthOffset("Water Depth Offset", Range(0, 1)) = 1 + + [Header(Specular)] + _SpecularIntensity("Specular Intensity", Range(0, 8)) = 1 + + [Header(Refraction)] + _WaterDistortScale("Distort Scale", Range(0, 10)) = 1 + + [Header(Enviroment Reflection)] + _EnviromentIntensity("Enviroment Intensity", Range(0, 10)) = 1 + + [Header(Screen Space Reflection)] + [Toggle] _BGWATER_SSR("Screen Space Reflection", Float) = 1.0 + _SSRMaxSampleCount("SSR Max Sample Count", Range(0, 64)) = 12 + _SSRSampleStep("SSR Sample Step", Range(4, 32)) = 16 + _SSRIntensity("SSR Intensity", Range(0, 2)) = 0.5 + + [Toggle] _BGWATER_ORTHO("Orthographic Camera", Float) = 0 + } + + SubShader + { + Tags + { + "IgnoreProjector"="True" + "Queue"="Transparent" + "RenderType"="Transparent" + "RenderPipeline" = "UniversalPipeline" + } + + Pass + { + Name "ForwardLit" + Tags { "LightMode" = "UniversalForward" } + + Blend SrcAlpha OneMinusSrcAlpha + ZWrite Off + Cull Off + + HLSLPROGRAM + + #if !defined(UNITY_PASS_FORWARDBASE) + #define UNITY_PASS_FORWARDBASE + #endif + + #pragma vertex VertexForward + #pragma fragment FragForward + + #pragma target 3.0 + + #pragma multi_compile_fwdbase + #pragma multi_compile_fog + #pragma multi_compile_instancing + #pragma multi_compile _ _BGWATER_SSR_ON + #pragma multi_compile _ _BGWATER_ORTHO_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + #include "./BGWaterBase.hlsl" + + ENDHLSL + } + } + + FallBack "VertexLit" +} \ No newline at end of file diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader.meta b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader.meta new file mode 100644 index 0000000..afa5620 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWater.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 388eebb4dcdd667488cf5cbae2859247 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl new file mode 100644 index 0000000..b38c5b8 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl @@ -0,0 +1,98 @@ +#ifndef BADDOG_WATER_BASE +#define BADDOG_WATER_BASE + + sampler2D _MainWave; + float4 _MainWave_ST; + + sampler2D _SecondWave; + float4 _SecondWave_ST; + + half _MainWaveBumpScale; + half _SecondWaveBumpScale; + + half4 _MainWaveTilingOffset; + half4 _SecondWaveTilingOffset; + half4 _ThirdWaveTilingOffset; + + half _WaterDepthOffset; + half _WaterMuddyScale; + half _WaterDistortScale; + + half4 _WaterBaseColor; + half4 _WaterMuddyColor; + + half _SpecularIntensity; + half _EnviromentIntensity; + + half _SSRMaxSampleCount; + half _SSRSampleStep; + half _SSRIntensity; + + TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); + TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture); + + + #include "./BGWaterOrtho.hlsl" + #include "./BGWaterStruct.hlsl" + #include "./BGWaterSSR.hlsl" + #include "./BGWaterLighting.hlsl" + + + BGWaterVertexOutput VertexCommon(BGWaterVertexInput v) + { + BGWaterVertexOutput o = (BGWaterVertexOutput)0; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.pos = TransformObjectToHClip(v.vertex); + + o.mainWaveUV.xy = v.texcoord * _MainWaveTilingOffset.xy + _Time.r * _MainWaveTilingOffset.zw * 0.1; + o.secondWaveUV.xy = v.texcoord * _SecondWaveTilingOffset.xy + _Time.r * _SecondWaveTilingOffset.zw * 0.1; + o.secondWaveUV.zw = v.texcoord * _ThirdWaveTilingOffset.xy + _Time.r * _ThirdWaveTilingOffset.zw * 0.1; + + float3 worldPos = TransformObjectToWorld(v.vertex); + + VertexNormalInputs normalInput = GetVertexNormalInputs(v.normal, v.tangent); + + o.worldNormalDir = float4(normalInput.normalWS, worldPos.x); + o.worldTangentDir = float4(normalInput.tangentWS, worldPos.y); + o.worldBitangentDir = float4(normalInput.bitangentWS, worldPos.z); + + o.mainWaveUV.z = ComputeFogFactor(o.pos.z); + + o.screenPos = ComputeScreenPos(o.pos); + o.screenPos.z = -TransformWorldToView(worldPos).z; + + return o; + } + + BGWaterVertexOutput VertexForward(BGWaterVertexInput vertexInput) + { + BGWaterVertexOutput vertexOutput = VertexCommon(vertexInput); + return vertexOutput; + } + + half4 FragForward(BGWaterVertexOutput vertexOutput) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(vertexOutput); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(vertexOutput); + + BGLightingData lightingData = PrepareLighting(vertexOutput); + + // reflection + fog + half3 reflection = GetReflectionWithSSR(vertexOutput, lightingData); + reflection = MixFog(reflection, vertexOutput.mainWaveUV.z); + + // refraction + half4 refraction = GetRefraction(vertexOutput, lightingData); + + // final + half3 finalColor = lerp(refraction.rgb, reflection, refraction.a); + + return half4(finalColor, 1); + } + +#endif + diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl.meta b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl.meta new file mode 100644 index 0000000..52a51d8 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterBase.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b6a7804a76d40ba41af23fff2a321be9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl new file mode 100644 index 0000000..2d5fc98 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl @@ -0,0 +1,162 @@ +#ifndef BADDOG_WATER_LIGHTING +#define BADDOG_WATER_LIGHTING + + float3 WaveNormal(BGWaterVertexOutput vertexOutput) + { + half3 waterNormal1 = tex2D(_MainWave, vertexOutput.mainWaveUV.xy).xyz; + half3 waterNormal2 = tex2D(_MainWave, vertexOutput.secondWaveUV.xy).xyz; + half3 waterNormal3 = tex2D(_SecondWave, vertexOutput.secondWaveUV.zw).xyz; + + half3 waterNormal = ((waterNormal1 + waterNormal2) * 0.6667 - 0.6667) * half3(_SecondWaveBumpScale, _SecondWaveBumpScale, 1); + + waterNormal3 = waterNormal3 * 2 - 1; + waterNormal += (waterNormal3 * half3(_MainWaveBumpScale, _MainWaveBumpScale, 1)); + + return normalize(TransformTangentToWorld(waterNormal, float3x3(vertexOutput.worldTangentDir.xyz, vertexOutput.worldBitangentDir.xyz, vertexOutput.worldNormalDir.xyz))); + } + + BGLightingData PrepareLighting(BGWaterVertexOutput vertexOutput) + { + BGLightingData lightingData = (BGLightingData)0; + + lightingData.worldPos = float3(vertexOutput.worldNormalDir.w, vertexOutput.worldTangentDir.w, vertexOutput.worldBitangentDir.w); + lightingData.worldNormal = WaveNormal(vertexOutput); + lightingData.worldLightDir = normalize(_MainLightPosition.xyz); + + + #if defined(_BGWATER_ORTHO_ON) + lightingData.worldViewDir = normalize(UNITY_MATRIX_V[2].xyz); + #else + lightingData.worldViewDir = normalize(_WorldSpaceCameraPos.xyz - lightingData.worldPos); + #endif + + half3 H = normalize(lightingData.worldLightDir + lightingData.worldViewDir); + + lightingData.NoL = saturate(dot(lightingData.worldLightDir, lightingData.worldNormal)); + lightingData.NoV = saturate(dot(lightingData.worldNormal, lightingData.worldViewDir)); + lightingData.NoH = saturate(dot(lightingData.worldNormal, H)); + lightingData.LoH = saturate(dot(lightingData.worldLightDir, H)); + lightingData.R = normalize(reflect(-lightingData.worldViewDir, lightingData.worldNormal)); + + lightingData.diffuseColor = _WaterBaseColor; + lightingData.specularColor = half3(0.04, 0.04, 0.04); + lightingData.lightColor = _MainLightColor.rgb; + + lightingData.screenUV = vertexOutput.screenPos.xy / vertexOutput.screenPos.w; + + #if defined(UNITY_SINGLE_PASS_STEREO) + lightingData.screenUV.xy = UnityStereoTransformScreenSpaceTex(lightingData.screenUV.xy); + #endif + + return lightingData; + } + + half3 IndirectDiffuse(BGLightingData lightingData) + { + return SampleSH(lightingData.worldNormal); + } + + half3 Diffuse(BGLightingData lightingData) + { + return lightingData.lightColor * lightingData.NoL; + } + + half3 Specular(BGLightingData lightingData) + { + float D = (-0.004) / (lightingData.NoH * lightingData.NoH - 1.005); + D *= D; + + half x = 1 - lightingData.LoH; + half x2 = x * x; + half x5 = x2 * x2 * x; + + float F = lightingData.specularColor + (1 - lightingData.specularColor) * x5; + + return lightingData.lightColor * D * F * PI * _SpecularIntensity; + } + + half3 IndirectSpecular(BGLightingData lightingData) + { + half3 probe = GlossyEnvironmentReflection(lightingData.R, 0, 1); + + half fresnelTerm = 1.0 - saturate(dot(lightingData.worldNormal, lightingData.worldViewDir)); + fresnelTerm *= fresnelTerm; + fresnelTerm *= fresnelTerm; + + return probe.rgb * lerp(lightingData.specularColor, 1, fresnelTerm); + } + + half4 GetSSRLighting(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + #if defined(_BGWATER_ORTHO_ON) + float3 uvz = GetSSRUVZOrtho(vertexOutput, lightingData); + #else + float3 uvz = GetSSRUVZ(vertexOutput, lightingData); + #endif + + half3 ssrColor = lerp(half3(0, 0, 0), SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uvz.xy) * _SSRIntensity, uvz.z > 0); + + return half4(ssrColor, uvz.z); + } + + half3 GetReflectionWithSSR(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + half3 indirectDiffuse = IndirectDiffuse(lightingData); + half3 diffuse = Diffuse(lightingData); + half3 specular = Specular(lightingData); + half3 indirectSpecular = IndirectSpecular(lightingData); + +#if defined(_BGWATER_SSR_ON) + half4 ssrLighting = GetSSRLighting(vertexOutput, lightingData); + indirectSpecular = lerp(lerp(indirectSpecular, ssrLighting.rgb, ssrLighting.a), ssrLighting, ssrLighting.a > 0.99); +#endif + + indirectSpecular *= _EnviromentIntensity; + + return (indirectDiffuse + diffuse) * lightingData.diffuseColor + specular + indirectSpecular; + } + + half4 GetRefraction(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + float2 screenUV = lightingData.screenUV; + float2 grabUV = screenUV; + + half3 worldViewDir = normalize(lightingData.worldViewDir); + half worldViewDirY = abs(worldViewDir.y); + + #if defined(_BGWATER_ORTHO_ON) + float depth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV)); + #else + float depth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV), _ZBufferParams); + #endif + depth = depth - vertexOutput.screenPos.z; + + half2 deltaUV = lightingData.worldNormal.xz * _WaterDistortScale * saturate(depth) * worldViewDirY / vertexOutput.screenPos.z; + + #if defined(_BGWATER_ORTHO_ON) + float newDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV + deltaUV)); + #else + float newDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenUV + deltaUV), _ZBufferParams); + #endif + newDepth = newDepth - vertexOutput.screenPos.z; + + half signDepth = saturate(newDepth * 10); + grabUV = grabUV + deltaUV * signDepth; + + depth = lerp(depth, newDepth, signDepth); + + half viewMultiplier = (worldViewDirY + _WaterMuddyScale) * _WaterDepthOffset * _WaterDepthOffset; + depth *= viewMultiplier; + + half alpha = saturate(1 - depth); + alpha = saturate(1.02 - pow(alpha, (dot(lightingData.worldNormal.xyz, worldViewDir) * 5 + 6))); + + half4 refraction = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, grabUV); + refraction.rgb = lerp(refraction.rgb, refraction.rgb * _WaterMuddyColor * _WaterMuddyScale, alpha); + refraction.a = alpha; + + return refraction; + } + +#endif + diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl.meta b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl.meta new file mode 100644 index 0000000..e006599 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterLighting.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9fd257daea5dd4d4e9099a02f23df58b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl new file mode 100644 index 0000000..948d643 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl @@ -0,0 +1,16 @@ +#ifndef BADDOG_WATER_ORTHO +#define BADDOG_WATER_ORTHO + +inline float GetOrthoEyeDepth(float rawDepth) +{ + #if defined(UNITY_REVERSED_Z) + #if UNITY_REVERSED_Z == 1 + rawDepth = 1.0f - rawDepth; + #endif + #endif + + return lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth); +} + +#endif + diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl.meta b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl.meta new file mode 100644 index 0000000..145238e --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterOrtho.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5bc9c6313a3c40341a7840e748152130 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl new file mode 100644 index 0000000..6939fc0 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl @@ -0,0 +1,158 @@ +#ifndef BADDOG_WATER_SSR +#define BADDOG_WATER_SSR + + float UVJitter(in float2 uv) + { + return frac((52.9829189 * frac(dot(uv, float2(0.06711056, 0.00583715))))); + } + + void SSRRayConvert(float3 worldPos, out float4 clipPos, out float3 screenPos) + { + clipPos = TransformWorldToHClip(worldPos); + float k = ((1.0) / (clipPos.w)); + + screenPos.xy = ComputeScreenPos(clipPos).xy * k; + + #if defined(_BGWATER_ORTHO_ON) + screenPos.z = GetOrthoEyeDepth(clipPos.z); + clipPos.w = screenPos.z; + #else + screenPos.z = k; + #endif + + #if defined(UNITY_SINGLE_PASS_STEREO) + screenPos.xy = UnityStereoTransformScreenSpaceTex(screenPos.xy); + #endif + } + + float3 SSRRayMarch(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + float4 startClipPos; + float3 startScreenPos; + + SSRRayConvert(lightingData.worldPos, startClipPos, startScreenPos); + + float4 endClipPos; + float3 endScreenPos; + + SSRRayConvert(lightingData.worldPos + lightingData.R, endClipPos, endScreenPos); + + if (((endClipPos.w) < (startClipPos.w))) + { + return float3(0, 0, 0); + } + + float3 screenDir = endScreenPos - startScreenPos; + + float screenDirX = abs(screenDir.x); + float screenDirY = abs(screenDir.y); + + float dirMultiplier = lerp( 1 / (_ScreenParams.y * screenDirY), 1 / (_ScreenParams.x * screenDirX), screenDirX > screenDirY ) * _SSRSampleStep; + + screenDir *= dirMultiplier; + + half lastRayDepth = startClipPos.w; + + half sampleCount = 1 + UVJitter(vertexOutput.pos) * 0.1; + + float3 lastScreenMarchUVZ = startScreenPos; + float lastDeltaDepth = 0; + +#if defined (SHADER_API_OPENGL) || defined (SHADER_API_D3D11) || defined (SHADER_API_D3D12) + [unroll(64)] +#else + UNITY_LOOP +#endif + for(int i = 0; i < _SSRMaxSampleCount; i++) + { + float3 screenMarchUVZ = startScreenPos + screenDir * sampleCount; + + if((screenMarchUVZ.x <= 0) || (screenMarchUVZ.x >= 1) || (screenMarchUVZ.y <= 0) || (screenMarchUVZ.y >= 1)) + { + break; + } + + #if defined(_BGWATER_ORTHO_ON) + float sceneDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenMarchUVZ.xy)); + #else + float sceneDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, screenMarchUVZ.xy), _ZBufferParams); + #endif + #if defined(_BGWATER_ORTHO_ON) + half rayDepth = screenMarchUVZ.z; + #else + half rayDepth = 1.0 / screenMarchUVZ.z; + #endif + half deltaDepth = rayDepth - sceneDepth; + + if((deltaDepth > 0) && (sceneDepth > startClipPos.w) && (deltaDepth < (abs(rayDepth - lastRayDepth) * 2))) + { + float samplePercent = saturate(lastDeltaDepth / (lastDeltaDepth - deltaDepth)); + samplePercent = lerp(samplePercent, 1, rayDepth >= _ProjectionParams.z); + float3 hitScreenUVZ = lerp(lastScreenMarchUVZ, screenMarchUVZ, samplePercent); + return float3(hitScreenUVZ.xy, 1); + } + + lastRayDepth = rayDepth; + sampleCount += 1; + + lastScreenMarchUVZ = screenMarchUVZ; + lastDeltaDepth = deltaDepth; + } + + float4 farClipPos; + float3 farScreenPos; + + SSRRayConvert(lightingData.worldPos + lightingData.R * 100000, farClipPos, farScreenPos); + + if((farScreenPos.x > 0) && (farScreenPos.x < 1) && (farScreenPos.y > 0) && (farScreenPos.y < 1)) + { + #if defined(_BGWATER_ORTHO_ON) + float farDepth = GetOrthoEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, farScreenPos.xy)); + #else + float farDepth = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, farScreenPos.xy), _ZBufferParams); + #endif + + if(farDepth > startClipPos.w) + { + return float3(farScreenPos.xy, 1); + } + } + + return float3(0, 0, 0); + } + + float3 GetSSRUVZ(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + #if defined(UNITY_SINGLE_PASS_STEREO) + half ssrWeight = 1; + + half NoV = lightingData.NoV * 2; + ssrWeight *= (1 - NoV * NoV); + #else + float screenUV = lightingData.screenUV * 2 - 1; + screenUV *= screenUV; + + half ssrWeight = saturate(1 - dot(screenUV, screenUV)); + + half NoV = lightingData.NoV * 2.5; + ssrWeight *= (1 - NoV * NoV); + #endif + + if (ssrWeight > 0.005) + { + float3 uvz = SSRRayMarch(vertexOutput, lightingData); + uvz.z *= ssrWeight; + return uvz; + } + + return float3(0, 0, 0); + } + + float3 GetSSRUVZOrtho(BGWaterVertexOutput vertexOutput, BGLightingData lightingData) + { + float3 uvz = SSRRayMarch(vertexOutput, lightingData); + return uvz; + } + +#endif + diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl.meta b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl.meta new file mode 100644 index 0000000..a8ebbd0 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterSSR.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0426b0a130788f849bf700b6735531aa +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterStruct.hlsl b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterStruct.hlsl new file mode 100644 index 0000000..578a577 --- /dev/null +++ b/Assets/Artwork/MeiGongZiYuan/Model/Water/Shaders/BGWaterStruct.hlsl @@ -0,0 +1,53 @@ +#ifndef BADDOG_WATER_STRUCT +#define BADDOG_WATER_STRUCT + + struct BGWaterVertexInput + { + float4 vertex : POSITION; + float4 normal : NORMAL; + float4 tangent: TANGENT; + float2 texcoord : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct BGWaterVertexOutput + { + float4 pos : SV_POSITION; + + float3 mainWaveUV : TEXCOORD0; + float4 secondWaveUV : TEXCOORD1; + + float4 worldNormalDir : TEXCOORD2; + float4 worldTangentDir : TEXCOORD3; + float4 worldBitangentDir : TEXCOORD4; + + float4 screenPos : 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b/Assets/Scenes/YangBingQiao_Lighting Settings.lighting.meta new file mode 100644 index 0000000..b4573bf --- /dev/null +++ b/Assets/Scenes/YangBingQiao_Lighting Settings.lighting.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b0b16ae234c9f3746b533ed068ef75f5 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 4890085278179872738 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..7cc9a80 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 978c454893f18874f9606c0085ae8fcb +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..7e8cb15 --- /dev/null +++ b/Assets/Scripts/Anim.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 865482701515db54887ac07ebb2a1533 +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 +{ + //æ•°å­—æ ¼å¼åŒ– + 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 + /// æ˜¾ç¤ºæ ¼å¼ + /// æŒç»­æ—¶é—´ + /// 延迟时间 + /// æ­£æ•°å‰æ˜¯å¦æ˜¾ç¤º"+"å· + 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 + /// æŒç»­æ—¶é—´ + /// æ˜¾ç¤ºæ ¼å¼ + /// 延迟事件 + /// å•ä½ + /// æ˜¯å¦æ˜¾ç¤º"+"å· + 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 + /// æŒç»­æ—¶é—´ + /// 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 çš„ fillAmount 动画 + /// + /// Image组件 + /// 目标数值 + /// æŒç»­æ—¶é—´ + /// 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 + /// æŒç»­æ—¶é—´ + /// 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 + /// æŒç»­æ—¶é—´ + /// 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); + } + + /// + /// æè´¨åŠ¨ç”» + /// + /// æè´¨å¯¹è±¡ + /// 属性åç§° + /// 目标值 + /// åˆå§‹å€¼ + /// 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); + } + + /// + /// æè´¨é¢œè‰²åŠ¨ç”» + /// + /// æè´¨å¯¹è±¡ + /// 属性åç§° + /// 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..cbc4497 --- /dev/null +++ b/Assets/Scripts/App.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b388b8bd8a5fa414f99a3e37995e71dd +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..abe1b57 --- /dev/null +++ b/Assets/Scripts/App/AppCache.cs @@ -0,0 +1,239 @@ + +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 = 1920; + public static int screenHeight = 1080; + + public static string url = "https://api.zk.gzckgc.cn"; + + //ç•Œé¢ + public static PageType cameraType = PageType.Camera1; + public static PageType pageType = PageType.PnlPage1; + //点ä½gnss + public static List iconPointList01; + //相机点ä½gnss + public static List iconCameraList01 = new List(); + //点ä½çŽ¯å¢ƒç›‘æµ‹ + public static List iconPointList02; + //相机点ä½çŽ¯å¢ƒæ£€æµ‹ + public static List iconCameraList02 = new List(); + //点ä½è£‚ç¼ç›‘测 + public static List iconPointList03; + //相机点ä½è£‚ç¼ç›‘测 + public static List iconCameraList03 = new List(); + //点ä½åŠ é€Ÿåº¦éœ‡åŠ¨ç›‘æµ‹ + public static List iconPointList04; + //相机点ä½åŠ é€Ÿåº¦éœ‡åŠ¨ç›‘æµ‹ + public static List iconCameraList04 = new List(); + //点ä½è¡¨é¢åº”å˜ç›‘测 + public static List iconPointList05; + //相机点ä½è¡¨é¢åº”å˜ç›‘测 + public static List iconCameraList05 = new List(); + public static List areaPointList01 = new List(); + public static List areaPointList02 = new List(); + + + //åˆå§‹åŒ– + 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); + } + //åˆå§‹åŒ– + cameraType = PageType.Camera1; + pageType = PageType.PnlPage1; + } + + + + #region 页é¢ç®¡ç† + + //已打开页é¢åˆ—表 + private static List pageList = new List(); + + //æ‰“å¼€é¡µé¢ + public static void OpenPage(PageType page) + { + if (page != PageType.Null) + { + ActionCenter.Instance.DoAction(GameEvent.OpenPage, page); + if (!pageList.Contains(page)) + { + pageList.Add(page); + } + } + } + + //æ‰“å¼€é¡µé¢ + 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); + } + } + } + + //delayç§’åŽæ‰“å¼€é¡µé¢ + public static void OpenPageDelay(PageType page, float delay) + { + ActionCenter.Instance.DoActionDelay(OpenPage, delay, page); + } + + //å…³é—­é¡µé¢ + public static void ClosePage(PageType page) + { + + if (pageList.Contains(page) && page != PageType.Null) + { + ActionCenter.Instance.DoAction(GameEvent.ClosePage, page); + pageList.Remove(page); + } + } + + //å…³é—­é¡µé¢ + 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é¢ï¼Œå‚数为ä¿ç•™é¡µé¢ + 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é¢ï¼Œå‚数为ä¿ç•™é¡µé¢ + public static void CloseAllPage(List list) + { + //ä¿ç•™é¡µé¢ + 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]); + } + } + //å…³é—­çŽ°æœ‰é¡µé¢ + for (int i = 0; i < pageList.Count; i++) + { + if (!saveList.Contains(pageList[i])) + { + ActionCenter.Instance.DoAction(GameEvent.ClosePage, pageList[i]); + } + } + pageList.Clear(); + //当å‰é¡µé¢æ›´æ–° + for (int i = 0; i < saveList.Count; i++) + { + pageList.Add(list[i]); + } + } + + + + #endregion + + // æ ¹æ®device_sn查找在AppCache.iconCameraList01中的下标 + public static int FindIndexInIconCameraList(string deviceSn) + { + if (AppCache.iconCameraList01 == null) + return -1; + + // é历列表查找匹é…的下标 + for (int i = 0; i < AppCache.iconCameraList01.Count; i++) + { + // 从name中æå–device_sn部分(去掉"_Camera"åŽç¼€ï¼‰ + string nameWithoutSuffix = AppCache.iconCameraList01[i].name.Split('_')[0]; + + if (nameWithoutSuffix == deviceSn) + { + return i; // 找到匹é…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; + case MonitorType.SurfaceStrainMonitoring: + return iconPointList05; + 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; + case MonitorType.SurfaceStrainMonitoring: + return iconCameraList05; + 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..e462dda --- /dev/null +++ b/Assets/Scripts/App/AppMain.cs @@ -0,0 +1,37 @@ +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() + { + //å•例对象 + Instance = this; + //åˆå§‹åŒ– + AppCache.Init(); + ActionCenter.Instance.Init(); + } + + void Start() + { + //åˆå§‹åŒ–主页 + // AppCache.OpenPage(PageType.PnlMain); + AppCache.OpenPage(AppCache.cameraType); + // AppCache.OpenPageDelay(AppCache.pageType, 0.3f); + AppCache.OpenPageDelay(PageType.Icon01, 2f); + // AppCache.OpenPageDelay(PageType.Area01, 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..4ffbdd5 --- /dev/null +++ b/Assets/Scripts/App/CameraControl.cs @@ -0,0 +1,305 @@ +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å°é«˜åº¦")] + 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è·ç¦»")] + public float maxDistance = 3000f; + [Header("最å°è§’度")] + public float minAngleX = -60f; + [Header("最大角度")] + public float maxAngleX = 88f; + [Header("射线检测æå‰é‡")] + public float raycastOffset = 0.1f; // 射线检测æå‰é‡ + + + //控制å˜é‡ + private Vector3 viewPos_0; //鼠标左键åˆå§‹åæ ‡ + private Vector3 viewPos_1; //é¼ æ ‡å³é”®åˆå§‹åæ ‡ + + private Vector3 startCameraPos; //相机åˆå§‹ä½ç½® + private Vector3 targetCameraPos; //相机目标ä½ç½® + + private Vector2 startCameraEuler; //åˆå§‹è§’度 + private Vector2 targetCameraEuler; //目标角度 + + //相机控制 + private Camera mainCamera; + private bool isCameraCtrl = true; //相机是å¦å¯æŽ§åˆ¶ + private float screenAdapter = 1f; //å±å¹•长度比 + + //相机æ“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; + } + + void Update() + { + //相机控制 + if (isCameraCtrl) + { + //æ“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(0) || Input.GetMouseButtonDown(2)) + { + viewPos_0 = mainCamera.ScreenToViewportPoint(Input.mousePosition); + startCameraPos = transform.position; + startCameraEuler = transform.eulerAngles; + } + if (Input.GetMouseButton(0) || Input.GetMouseButton(2)) + { + Vector3 currentViewPos = mainCamera.ScreenToViewportPoint(Input.mousePosition); + Vector3 dis = currentViewPos - viewPos_0; + dis = dis * GetMoveSpeed(); + + // 获å–相机的å³å‘é‡å’Œä¸Šå‘é‡ + Vector3 right = transform.right; + Vector3 up = transform.up; + + // 分别计算水平和垂直方å‘çš„ä½ç§» + float horizontalDis = -dis.x * screenAdapter; + float verticalDis = -dis.y * screenAdapter; + + // æ ¹æ®ç›¸æœºçš„å³å‘é‡å’Œä¸Šå‘é‡è®¡ç®—最终ä½ç§» + Vector3 finalDis = right * horizontalDis + up * verticalDis; + + // targetCameraPos = startCameraPos + finalDis; + Vector3 newTargetPos = startCameraPos + finalDis; + newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos); + targetCameraPos = newTargetPos; + } + //旋转控制 + if (Input.GetMouseButtonDown(1)) + { + + viewPos_1 = mainCamera.ScreenToViewportPoint(Input.mousePosition); + startCameraPos = transform.position; + startCameraEuler = transform.eulerAngles; + } + if (Input.GetMouseButton(1)) + { + 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() * 0.2f; + // targetCameraPos += transform.forward * moveSpeed * Input.mouseScrollDelta.y; + float moveSpeed = GetMoveSpeed() * zoomSpeed; + Vector3 newTargetPos = targetCameraPos + transform.forward * moveSpeed * Input.mouseScrollDelta.y; + newTargetPos = CheckCollisionOnMove(transform.position, newTargetPos); + targetCameraPos = newTargetPos; + } + + //相机è¿åЍ + LimitCamera(); + // CheckCollision(); // 检查碰撞 + //控制相机è¿åЍ + // 控制相机è¿åЍ + if (Vector3.Distance(transform.position, targetCameraPos) > 0.1f) + { + transform.position = Vector3.Lerp(transform.position, targetCameraPos, 5f * Time.deltaTime); + // Debug.Log("position"+transform.position); + } + + // 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); + // Debug.Log("rotation"+transform.eulerAngles); + } + + } + } + } + + //å¼€å¯ç›¸æœºæŽ§åˆ¶ + // 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; + // } + + //åœæ­¢ç›¸æœºæŽ§åˆ¶ + // public void StopCameraControl() + // { + // isCameraCtrl = false; + // } + + + //获å–相机移动速度 + float GetMoveSpeed() + { + + float highDis = (transform.position.y - minHeight); + float speed = moveSpeed + moveSpeed * highDis; + speed = Mathf.RoundToInt(speed); + return speed; + } + + //é™åˆ¶ç›¸æœºä½ç½®ï¼Œè§’度 + void LimitCamera() + { + //ä½ç½®é™åˆ¶ + 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é™åˆ¶ + 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); + } + + // // 检查碰撞 + // void CheckCollisionOnMove(Vector3 startPos, Vector3 targetPos) + // { + // RaycastHit hit; + // Vector3 direction = targetCameraPos - transform.position; + // float distance = direction.magnitude; + + // if (Physics.Raycast(transform.position, direction.normalized, out hit, distance)) + // { + // targetCameraPos = hit.point; + // } + // } + // 修改CheckCollisionOnMoveæ–¹æ³•ï¼Œå¢žåŠ åž‚ç›´æ–¹å‘æ£€æµ‹ + Vector3 CheckCollisionOnMove(Vector3 startPos, Vector3 targetPos) + { + Vector3 direction = targetPos - startPos; + float distance = direction.magnitude; + + // 存储最终的安全ä½ç½® + Vector3 safePosition = targetPos; + + // 1. 检测移动路径上的障ç¢ç‰©ï¼ˆåŒ…括水平和垂直方å‘) + if (distance > 0) + { + float sphereRadius = 0.1f; // æ ¹æ®ç›¸æœºç¢°æ’žä½“大å°è°ƒæ•´ + + // 计算起点和终点的包围盒 + Bounds startBounds = new Bounds(startPos, Vector3.one * sphereRadius * 2); + Bounds endBounds = new Bounds(targetPos, Vector3.one * sphereRadius * 2); + + // 创建从起点到终点的包围盒移动路径 + Bounds movementBounds = new Bounds(); + movementBounds.Encapsulate(startBounds); + movementBounds.Encapsulate(endBounds); + + // 使用多个方å‘的射线检测全方ä½ç¢°æ’ž + bool collisionDetected = false; + + // ä¸»æ–¹å‘æ£€æµ‹ + if (Physics.SphereCast(startPos, sphereRadius, direction.normalized, out RaycastHit hit, distance + raycastOffset)) + { + float safeDistance = hit.distance - raycastOffset - sphereRadius; + safePosition = startPos + direction.normalized * Mathf.Max(safeDistance, 0); + collisionDetected = true; + } + + // 如果是å‘上移动,增加顶部检测 + if (direction.y > 0.1f) // 设置一个阈值,åªåœ¨æ˜Žæ˜¾å‘上移动时检测 + { + 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)) + { + float verticalSafeDistance = hit.distance - raycastOffset - sphereRadius; + safePosition.y = startPos.y + verticalSafeDistance; + collisionDetected = true; + } + } + + if (collisionDetected) + { + // å£°æ˜Žåœ°é¢æ£€æµ‹å˜é‡ï¼ˆç§»åˆ°è¿™é‡Œé¿å…作用域冲çªï¼‰ + Ray groundRay1; + float maxGroundDistance1; + RaycastHit groundHit1; + + // 如果检测到碰撞,进行地é¢é«˜åº¦éªŒè¯ + groundRay1 = new Ray(safePosition + Vector3.up, Vector3.down); + maxGroundDistance1 = 0.5f; + + if (Physics.Raycast(groundRay1, out groundHit1, maxGroundDistance1)) + { + float minSafeHeight = groundHit1.point.y + minHeight; + if (safePosition.y < minSafeHeight) + { + safePosition.y = minSafeHeight; + } + } + + return safePosition; + } + } + + // 2. 如果没有检测到碰撞,åªè¿›è¡Œåœ°é¢é«˜åº¦éªŒè¯ + // é‡ç”¨ä¹‹å‰å£°æ˜Žçš„å˜é‡ + Ray groundRay = new Ray(targetPos + Vector3.up, Vector3.down); + float maxGroundDistance = 0.5f; + + if (Physics.Raycast(groundRay, out RaycastHit groundHit, maxGroundDistance)) + { + float minSafeHeight = groundHit.point.y + minHeight; + if (targetPos.y < minSafeHeight) + { + targetPos.y = minSafeHeight; + } + } + + return targetPos; + } + +} 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..8fae19f --- /dev/null +++ b/Assets/Scripts/App/CameraRover.cs @@ -0,0 +1,263 @@ +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; //è§†è§’åæ ‡ + + private bool isLookAt = false; //è§†è§’æ˜¯å¦æœå‘目标 + private string currentAnim = ""; + + // ç§æœ‰å˜é‡ï¼Œç”¨äºŽå­˜å‚¨é£žè¡Œå®ŒæˆçŠ¶æ€ + private bool _isFlightCompleted = false; + + // 公共属性,用于获å–飞行完æˆçŠ¶æ€ + public bool isFlightCompleted + { + get { return _isFlightCompleted; } + } + + // 公共方法,用于修改飞行完æˆçŠ¶æ€ + public void SetFlightCompleted(bool value) + { + _isFlightCompleted = value; + } + + public LayerMask obstacleLayer; // éšœç¢ç‰©å±‚ + + + + 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) + { + Debug.Log(type); + switch (type) + { + case PageType.Camera1: + CameraBreak(); + StartCoroutine("CameraAnim_1"); + break; + case PageType.Camera2: + CameraBreak(); + StartCoroutine("CameraAnim_2"); + break; + } + } + + void StartCameraCtrl() + { + cameraCtrl.StartCameraControl(); + } + + void StopCameraCtrl() + { + cameraCtrl.StopCameraControl(); + } + + public void SetTargetPosition(Vector3 position) + { + cameraCtrl.GetInScriptCore(position); + } + + //打断当å‰ç›¸æœºæ“作 + void CameraBreak() + { + StopCoroutine(currentAnim); + isLookAt = false; + transform.DOKill(); + } + + //相机点ä½-1 + IEnumerator CameraAnim_1() + { + currentAnim = "CameraAnim_1"; + StopCameraCtrl(); + cameraCtrl.GetInScriptCore(); + yield return new WaitForEndOfFrame(); + transform.DOMove(new Vector3(853.45f, 56.79f, 775.12f), 2f); + transform.DORotate(new Vector3(10.39f, 184.72f, 0f), 2f); + yield return new WaitForSeconds(2f); + StartCameraCtrl(); + } + + //相机点ä½-2 + IEnumerator CameraAnim_2() + { + currentAnim = "CameraAnim_2"; + StopCameraCtrl(); + cameraCtrl.GetInScriptCore(new Vector3(849f, 27f, 560f)); + yield return new WaitForEndOfFrame(); + transform.DOMove(new Vector3(850.61f, 65.11f, 524.99f), 2f); + transform.DORotate(new Vector3(36.65f, 7.09f, 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 çš„é™æ€æ–¹æ³• + public void CallOpenPage(int typeIndex) + { + PageType pageType = (PageType)typeIndex; + ActionCenter.Instance.DoAction(GameEvent.OpenPage, pageType); + } + + public void WebCallOpenItem(string objectName) + { + // å®šä¹‰è¦æœç´¢çš„æ‰€æœ‰ç›¸æœºå›¾æ ‡åˆ—表 + List> allCameraLists = new List> + { + AppCache.iconCameraList01, + AppCache.iconCameraList02, + AppCache.iconCameraList03, + AppCache.iconCameraList04, + AppCache.iconCameraList05 + }; + + // 在所有列表中查找具有指定åç§°çš„ Transform + Transform foundTransform = null; + + foreach (var cameraList in allCameraLists) + { + if (cameraList == null) continue; + + // 查找匹é…åç§°çš„ 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å称为 '{objectName}' 的相机图标ï¼"); + } + } + + // 公共å程方法 - 处ç†ç›¸æœºç§»åŠ¨çš„æ ¸å¿ƒé€»è¾‘ï¼ˆå¸¦è‡ªåŠ¨é¿éšœï¼‰ + 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; + // å°„çº¿æ£€æµ‹æ˜¯å¦æœ‰éšœç¢ç‰© + if (Physics.Raycast(transform.position, targetPosition - transform.position, out hit, distance, obstacleLayer)) + { + // 有障ç¢ç‰© + // Debug.Log("有障ç¢ç‰©ï¼Œä½¿ç”¨ç»•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); + } + else + { + // æ— éšœç¢ç‰© + // Debug.Log("æ— éšœç¢ç‰©ï¼Œä½¿ç”¨ç›´æŽ¥è·¯å¾„"); + 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..2458fef --- /dev/null +++ b/Assets/Scripts/App/ControlMove.cs @@ -0,0 +1,239 @@ +using UnityEngine; +using UnityEngine.EventSystems; + +public class ControlMove : MonoBehaviour +{ + + private float moveSpeed = 50f; // å³é”®å¹³ç§»é€Ÿåº¦ + + [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è·ç¦»")] + public float maxDistance = 600f; // 最大缩放è·ç¦» + + [Header("相机的最大高度é™åˆ¶")] + public float maxHeight = 220f; // 最大高度é™åˆ¶ + + [Header("å³é”®é”®å¹³ç§»é€Ÿåº¦è¡°å‡ç³»æ•°")] + public float rightClickPanSpeed = 100f; // å³é”®å¹³ç§»é€Ÿåº¦é™¤æ•° + + private Vector3 inScript; // 引用焦点脚本,æä¾› core + + [Header("å·¦é”®æ‹–æ‹½æ—‹è½¬çµæ•度系数")] + public float rotationSensitivity = 0.5f; // å·¦é”®æ‹–æ‹½æ—‹è½¬çµæ•度 + + private Camera cam; // 主相机引用 + private bool isRotating = false; // æ˜¯å¦æ­£åœ¨æ—‹è½¬æ ‡å¿— + private Vector2 lastMousePos; // 上次鼠标ä½ç½®ï¼ˆç”¨äºŽæ—‹è½¬è®¡ç®—) + + [Header("åˆå§‹è·ç¦»ä¸­å¿ƒ")] + public Vector3 reservoirCenter; // æ°´åº“ä¸­å¿ƒåæ ‡ + + [Header("åˆå§‹æ—‹è½¬ä¸­å¿ƒ")] + public Vector3 startinScript; // åˆå§‹ç„¦ç‚¹ä½ç½® + + private Rigidbody rb; // 刚体组件(如需è¦ç‰©ç†æ¨¡æ‹Ÿï¼‰ + private bool isCameraCtrl = true; // 相机是å¦å¯æŽ§åˆ¶ + + //相机æ“作有效性判断 + private bool isClickUI = false; + + private float pitchDelta; // 刚体组件(如需è¦ç‰©ç†æ¨¡æ‹Ÿï¼‰ + void Start() + { + rb = GetComponent(); + cam = Camera.main; + if (inScript == Vector3.zero) + { + GetInScriptCore(); + } + } + + void Update() + { + if (isCameraCtrl) + { + //æ“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; + // —— å³é”®å¹³ç§» —— + 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 / rightClickPanSpeed; + + // 判断是å¦ä¸Žéšœç¢ç‰©å‘生碰撞 + if (!WillCollideWithObstacle(desiredPosition)) + { + 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å¦ä¸Žéšœç¢ç‰©å‘生碰撞 + if (!WillCollideWithObstacle(desiredPosition)) + { + transform.position = desiredPosition; + } + } + + // —— 左键开始/ç»“æŸæ—‹è½¬ —— + if (Input.GetMouseButtonDown(0)) + { + isRotating = true; + lastMousePos = Input.mousePosition; + } + if (Input.GetMouseButtonUp(0)) + { + isRotating = false; + } + + // —— 左键拖拽:RotateAround 实现 + 俯仰é™åˆ¶ —— + 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; + + + // æ£€æŸ¥æ—‹è½¬åŽæ˜¯å¦å‘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,æ¢å¤åˆ°åŽŸæ¥çš„ä½ç½® + + } + + // 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) + { + 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) + { + pitchDelta = delta.y * -1f; + if (pitchDelta < 0f) + { + transform.RotateAround(core, transform.right, pitchDelta); + } + } + else if (selfPitch < 0f) + { + 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å‰ä½ç½®åˆ°ç›®æ ‡ä½ç½®çš„æ–¹å‘å’Œè·ç¦» + Vector3 moveDir = targetPosition - transform.position; + float moveDist = moveDir.magnitude; + + // 使用 SphereCast 检查å³å°†åˆ°è¾¾çš„ä½ç½®æ˜¯å¦ä¼šä¸Žéšœç¢ç‰©å‘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; + } + + //åœæ­¢ç›¸æœºæŽ§åˆ¶ + 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..0993148 --- /dev/null +++ b/Assets/Scripts/App/ControlMove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a1e76e08ccc2f0488913f8e95f574e9 +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; + +//ç•Œé¢ +public enum PageType +{ + Null, + //镜头 + Camera1, //镜头-1 + Camera2, //镜头-2 + + //é¡µé¢ + PnlMain, //ä¸»ç•Œé¢ + PnlPage1, //界é¢-1 + PnlPage2, //界é¢-2 + + //Icon + Icon01, + Icon02, + Icon03, + Icon04, + Icon05, + + //Effect + Area01, + Area02, + + //Dialog + DlgInfo01, + DlgInfo02, +} + + + + + + +#region ç½‘ç»œæ•°æ® +// 状æ€ä¿¡æ¯ +[System.Serializable] +public class Status +{ + public int code; + public string msg; +} +// è®¾å¤‡åˆ—è¡¨è¿”å›žæ•°æ® +[System.Serializable] +public class JsonData +{ + public Status status; + public Result result; +} +// è®¾å¤‡è¯¦æƒ…è¿”å›žæ•°æ® +[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; +} + + +// è®¾å¤‡ä¿¡æ¯ +[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; +} + +// æ•°æ®ç‚¹ä¿¡æ¯ +[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; +} + +// æ•°æ®ç‚¹ä¿¡æ¯ +[System.Serializable] +public class DataPoints +{ + public List control; + public List timeseries; +} + +//传值web。把模型å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; + + //UIé¡µé¢æŽ§åˆ¶ + 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..c6bf6c7 --- /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åˆå§‹åŒ–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å–当å‰ç´¢å¼•å¯¹åº”çš„è®¾å¤‡ä¿¡æ¯ + 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() + { + // ç¡®ä¿ 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(); + if (AppCache.iconPointList05 == null) AppCache.iconPointList05 = new List(); + + // åˆå§‹åŒ– GNSS 相关列表(12个设备) + InitializeIconAndCameraLists("GNSS", "GNSS视角", AppCache.iconPointList01, AppCache.iconCameraList01, + new string[] { "MS3P1475041092", "MS3P1475041038", "MS3P1475041023", "MS3P1475041053", "MS3P1475041070", "MS3P1475041068", "MS3P1475041098", "MS3P1475041020", "MS3P1475041030", "MS3P1475041014", "MS3P1475041096", "MS3P1475041084" }, + new string[] { "GNSS基准点1", "GNSS监测点1", "GNSS监测点2", "GNSS监测点3", "GNSS监测点4", "GNSS监测点5", "GNSS监测点6", "GNSS监测点7", "GNSS监测点8", "GNSS监测点9", "GNSS监测点10", "GNSS基准点2" }, + new string[] { "", "", "", "", "", "", "", "", "", "", "", "" }); + + // åˆå§‹åŒ–环境é‡ç›‘测相关列表(1个设备) + InitializeIconAndCameraLists("环境é‡ç›‘测", "环境é‡ç›‘测视角", AppCache.iconPointList02, AppCache.iconCameraList02, + new string[] { "2025042109" }, + new string[] { "环境é‡ç›‘测" }, + new string[] { "" }); + + // åˆå§‹åŒ–测ç¼é’ˆç›‘测相关列表(9个设备) + InitializeIconAndCameraLists("测ç¼é’ˆç›‘测", "测ç¼è®¡ç›‘测视角", AppCache.iconPointList03, AppCache.iconCameraList03, + new string[] { "2025042106", "2025042103", "2025042105", "2025042104", "2025042107", "2025042102", "20250421A2", "20250421A1", "2025042101","2025042108" }, + new string[] { "测ç¼è®¡1", "测ç¼è®¡2", "测ç¼è®¡3", "测ç¼è®¡4", "测ç¼è®¡5", "测ç¼è®¡6", "测ç¼è®¡7", "测ç¼è®¡8", "测ç¼è®¡9","测ç¼è®¡10" }, + new string[] { "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01", "ff01","ff01" }); + + // åˆå§‹åŒ–加速度振动监测相关列表(6个设备) + InitializeIconAndCameraLists("加速度振动监测", "加速度振动监测视角", AppCache.iconPointList04, AppCache.iconCameraList04, + new string[] { "2025042106", "2025042103", "2025042107", "2025042102", "2025042101", "2025042108" }, + new string[] { "振动加速度1", "振动加速度2", "振动加速度3", "振动加速度4", "振动加速度5", "振动加速度6" }, + new string[] { "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05", "ff03,ff04,ff05" }); + + // åˆå§‹åŒ–应å˜è®¡ç›‘测相关列表(2个设备) + InitializeIconAndCameraLists("应å˜è®¡ç›‘测", "应å˜è®¡ç›‘测视角", AppCache.iconPointList05, AppCache.iconCameraList05, + new string[] { "20250421A2", "20250421A1", "20250421A2", "20250421A1", "20250421A2", "20250421A1" }, + new string[] { "6å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测", "3å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测", "5å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测", "2å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测", "4å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测", "1å·æ¡¥å¢©è¡¨é¢åº”å˜ç›‘测" }, + new string[] { "ff20,ff21", "ff20,ff21", "ff26,ff27", "ff26,ff27", "ff24,ff25", "ff24,ff25" }); + 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/Core.meta b/Assets/Scripts/Core.meta new file mode 100644 index 0000000..d80a8d2 --- /dev/null +++ b/Assets/Scripts/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 392ff487dcc7f074c9b1974b421f8611 +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..12cd4c5 --- /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(); + + //åˆå§‹åŒ–,场景加载完æˆåŽè°ƒç”¨ + 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); + } + + + //delayç§’åŽï¼Œæ‰§è¡Œäº‹ä»¶ + public void DoActionDelay(UnityAction action, float delay) + { + StartCoroutine(DoActionDelayCor(action, delay)); + } + + IEnumerator DoActionDelayCor(UnityAction action, float delay) + { + yield return new WaitForSeconds(delay); + action?.Invoke(); + } + + + //delayç§’åŽï¼Œæ‰§è¡Œäº‹ä»¶ + 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); + } + + + //delayç§’åŽï¼Œæ‰§è¡Œäº‹ä»¶ + 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); + } + + + //delayç§’åŽï¼Œæ‰§è¡Œäº‹ä»¶ + 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 +{ + + /// + /// æ·»åŠ æŒ‡é’ˆè¿›å…¥äº‹ä»¶ç›‘å¬ + /// + public static void AddPointerEnterListener(GameObject obj, UnityAction callback) + { + PointerEnterEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// æ·»åŠ æŒ‡é’ˆç¦»å¼€äº‹ä»¶ç›‘å¬ + /// + public static void AddPointerExitListener(GameObject obj, UnityAction callback) + { + PointerExitEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// æ·»åŠ æŒ‡é’ˆæŒ‰ä¸‹äº‹ä»¶ç›‘å¬ + /// + public static void AddPointerDownListener(GameObject obj, UnityAction callback) + { + PointerDownEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// æ·»åŠ æŒ‡é’ˆæŠ¬èµ·äº‹ä»¶ç›‘å¬ + /// + public static void AddPointerUpListener(GameObject obj, UnityAction callback) + { + PointerUpEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + + /// + /// æ·»åŠ æŒ‡é’ˆç‚¹å‡»äº‹ä»¶ç›‘å¬ + /// + 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); + } + + + + + + + + + + + /// + /// æ·»åŠ å¼€å§‹æ‹–æ‹½äº‹ä»¶ç›‘å¬ + /// + public static void AddBeginDragListener(GameObject obj, UnityAction callback) + { + BeginDragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// æ·»åŠ æ‹–æ‹½äº‹ä»¶ç›‘å¬ + /// + public static void AddDragListener(GameObject obj, UnityAction callback) + { + DragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + /// + /// æ·»åŠ åœæ­¢æ‹–æ‹½äº‹ä»¶ç›‘å¬ + /// + public static void AddEndDragListener(GameObject obj, UnityAction callback) + { + EndDragEvent trigger = obj.GetComponent(); + if (trigger == null) + { + trigger = obj.AddComponent(); + } + trigger.AddListener(callback); + } + + + + /// + /// æ·»åŠ é¼ æ ‡æŒ‰ä¸‹äº‹ä»¶ç›‘å¬ + /// + public static void AddMouseDownListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseDownListener(callback); + } + + /// + /// æ·»åŠ é¼ æ ‡æŠ¬èµ·äº‹ä»¶ç›‘å¬ + /// + public static void AddMouseUpListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseUpListener(callback); + } + + /// + /// æ·»åŠ é¼ æ ‡è¿›å…¥äº‹ä»¶ç›‘å¬ + /// + public static void AddMouseEnterListener(GameObject obj, UnityAction callback) + { + MousePointEvent tigger = obj.GetComponent(); + if (tigger == null) + { + tigger = obj.AddComponent(); + } + tigger.AddMouseEnterListener(callback); + } + + /// + /// æ·»åŠ é¼ æ ‡ç¦»å¼€äº‹ä»¶ç›‘å¬ + /// + 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; + } +} + +//åœæ­¢æ‹–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; + } +} + + +/// +/// é¼ æ ‡æ“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ç†ç±»ï¼Œæ—¥å¸¸ä½¿ç”¨ä¸€ä¸‹ä¸¤ä¸ªæ–¹æ³•å³å¯ +/// å–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 é›†åˆ + private Dictionary poolDic = new Dictionary(); + //对象ID-对象池ID é›†åˆ + private Dictionary itemDic = new Dictionary(); + + + /// + /// å–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æŸä¸ªå¯¹è±¡æ± ä¸­æ‰€æœ‰å¯¹è±¡ + /// + 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å‰å¯¹è±¡æ± å·²å­˜åœ¨ : " + prefab.name); + return; + } + ObjectPool pool = new ObjectPool(prefab); + poolDic.Add(prefab.GetInstanceID(), pool); + } + + /// + /// 创建一个新的对象池,并åˆå§‹åŒ– + /// + public void CreateNewPool(GameObject prefab, int initSize) + { + if (poolDic.ContainsKey(prefab.GetInstanceID())) + { + Debug.LogError("无法创建新的对象池,当å‰å¯¹è±¡æ± å·²å­˜åœ¨ : " + 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åˆå§‹åŒ–ï¼ŒåŒæ—¶è®¾å®šå¯¹è±¡æ± æœ€å¤§å®¹é‡ + /// + 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å‰å¯¹è±¡æ± å·²å­˜åœ¨ : " + prefab.name); + return; + } + ObjectPool pool = new ObjectPool(prefab, maxSize); + pool.InitPool(initSize); + poolDic.Add(prefab.GetInstanceID(), pool); + } +} + +/// +/// 对象池-å­æ±  +/// +public class ObjectPool +{ + //对象池元素 + public GameObject prefab; + + //对象池最大容é‡ï¼Œæ­¤å€¼å°äºŽç­‰äºŽ0时,对象池动æ€å¢žåŠ ï¼Œä¸è®¾ä¸Šé™ + private int maxSize; + + //对象池åç§° + public string Name + { + get { return prefab.name; } + } + + //对象池当å‰å®¹é‡ + 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; + } + + /// + /// åˆå§‹åŒ–对象池 + /// + public void InitPool(int initSize) + { + if (maxSize > 0 && initSize > maxSize) + { + Debug.LogError("对象池åˆå§‹å®¹é‡ä¸èƒ½è¶…过其最大容é‡ï¼ï¼"); + 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); + } + } + } + + /// + /// å–对象 + /// + public GameObject Spawn() + { + if (inactiveObjectList.Count == 0) + { + if (maxSize > 0 && CurrentSize >= maxSize) + { + Debug.LogError("警告:对象池 " + Name + " 当å‰å®¹é‡å·²è¾¾åˆ°æœ€å¤§è®¾å®šå€¼ : " + 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å‰å¯¹è±¡ä¸åœ¨å¯¹è±¡åˆ—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..82ef0d8 --- /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æºç¼“å­˜ + private Dictionary textureCache = new Dictionary(); + //图片下载 + private Queue textureQueue = new Queue(); + //å›¾ç‰‡åŠ è½½å®Œæˆ + private bool isTextureQueueFinish = true; + + + void Awake() + { + DontDestroyOnLoad(this.gameObject); + } + + + + + //èŽ·å–æœ¬åœ°æ•°æ® + 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("Jsonååºåˆ—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=YBSKDQ&accessToken=7972b3c028682bb5aaeb6b388d30637656a2021c"); + + 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=YBSKDQ&accessToken=7972b3c028682bb5aaeb6b388d30637656a2021c"); + + 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("Jsonååºåˆ—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("Jsonååºåˆ—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(); + } + + //åŠ è½½å›¾ç‰‡èµ„æº + public void GetTexture(string url, RawImage image, bool isCache = true) + { + if (url.Length == 0) + { + return; + } + int code = url.GetHashCode(); + //ç¼“å­˜æ•°æ® + 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å–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å¦åœ¨WebGLå¹³å°è¿è¡Œ + 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..1f5a25a --- /dev/null +++ b/Assets/Scripts/Tools.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8b23f08c8531c334d8abf36cf30c9a00 +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ä½ç½® + 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; + +/// +/// 3DUIè·Ÿéšç›¸æœº +/// +public class IconFollow3D : MonoBehaviour +{ + public enum LookAtTye + { + //看å‘ç›¸æœºåæ ‡ + CameraPos, + //看å‘ç›¸æœºå¹³é¢ + 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éšç›¸æœº + public void SetCamera(Transform followCamera) + { + mainCamera = followCamera; + } + + //设置Iconåæ ‡ + public void SetIconPos(Vector3 pos) + { + transform.position = pos; + } + + //设置跟éšå¯¹è±¡ + 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..5947fe8 --- /dev/null +++ b/Assets/Scripts/Ui.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 20569bb7951d9b243bc22d722d2fd937 +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) + { + // èŽ·å– 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..c2423ae --- /dev/null +++ b/Assets/Scripts/Ui/PnlIcon.cs @@ -0,0 +1,337 @@ +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 }, + { PageType.Icon05, AppCache.iconPointList05 } + }; + } + + private Dictionary textPrefixes = new Dictionary + { + { PageType.Icon01, "gnss监测" }, + { PageType.Icon02, "环境监测" }, + { PageType.Icon03, "裂ç¼ç›‘测" }, + { PageType.Icon04, "加速度振动监测" }, + { PageType.Icon05, "应å˜è®¡ç›‘测" } + }; + + private Dictionary prefabPaths = new Dictionary + { + { PageType.Icon01, "Icon2D/iconPrefab" }, + { PageType.Icon02, "Icon2D/iconPrefab" }, + { PageType.Icon03, "Icon2D/iconPrefab" }, + { PageType.Icon04, "Icon2D/iconPrefab" }, + { PageType.Icon05, "Icon2D/iconPrefab" } + }; + + private static readonly Dictionary IconMapping = new Dictionary +{ + { PageType.Icon01, "MT013" }, + { PageType.Icon02, "MT035" }, + { PageType.Icon03, "MT015" }, + { PageType.Icon04, "MT025" }, + { PageType.Icon05, "MT019" } +}; + private GameObject Player; + private CameraRover cameraRover; + void Awake() + { + Player = GameObject.Find("Player"); + if (Player != null) + { + // èŽ·å– 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) + // { // ç¡®ä¿ AppCache 列表已åˆå§‹åŒ– + // if (!IsAppCacheInitialized()) + // { + // // Debug.LogError("AppCache 列表未åˆå§‹åŒ–!"); + // return; + // } + + // // ç¡®ä¿ appCacheLists å·²åˆå§‹åŒ– + // if (appCacheLists == null) + // { + // InitializeAppCacheLists(); + // } + + // if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null) + // { + // // Debug.LogError($"类型 {type} 的列表为空或ä¸å­˜åœ¨!"); + // return; + // } + + // List iconDataList = appCacheLists[type]; + // string prefabPath = prefabPaths[type]; + // string textPrefix = textPrefixes[type]; + + // for (int i = 0; i < iconDataList.Count; i++) + // { + // IconData iconData = iconDataList[i]; + + // // ç¡®ä¿æ•°æ®æœ‰æ•ˆ + // 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 çš„ name å’Œ 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; + // iconLists[type].Add(icon); + // EventListener.AddPointerClickListener(icon, (clickEventData) => OnIconClick(iconData)); ; + // } + // } + + void OpenIcon(PageType type) + { + if (!IsAppCacheInitialized()) + { + // Debug.LogError("AppCache 列表未åˆå§‹åŒ–!"); + return; + } + + // ç¡®ä¿ appCacheLists å·²åˆå§‹åŒ– + if (appCacheLists == null) + { + InitializeAppCacheLists(); + } + + if (!appCacheLists.ContainsKey(type) || appCacheLists[type] == null) + { + // Debug.LogError($"类型 {type} 的列表为空或ä¸å­˜åœ¨!"); + return; + } + + List iconDataList = appCacheLists[type]; + string prefabPath = prefabPaths[type]; + + // 1. æå‰åŠ è½½é¢„åˆ¶ä½“å’Œç²¾çµèµ„æºï¼Œé¿å…é‡å¤åŠ è½½ + GameObject prefab = Resources.Load(prefabPath); + Sprite iconSprite = Resources.Load($"icons/{IconMapping[type]}"); + + // æ£€æŸ¥èµ„æºæ˜¯å¦æˆåŠŸåŠ è½½ + if (prefab == null || iconSprite == null) + { + Debug.LogError($"资æºåŠ è½½å¤±è´¥: Prefab={prefabPath}, Sprite=icons/{IconMapping[type]}"); + return; + } + + // 2. åˆå§‹åŒ–列表(如果需è¦) + if (iconLists[type] == null) + iconLists[type] = new List(); + + // 3. 使用å程分帧创建对象,å‡å°‘å•帧压力 + StartCoroutine(CreateIconsOverTime(type, iconDataList, prefab, iconSprite)); + } + + IEnumerator CreateIconsOverTime(PageType type, List iconDataList, GameObject prefab, Sprite iconSprite) + { + int batchSize = 5; // æ¯å¸§åˆ›å»ºçš„å¯¹è±¡æ•°é‡ + 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æˆå›¾æ ‡ + 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) + { + // æ¯åˆ›å»ºbatchSize个对象åŽç­‰å¾…几帧 + for (int f = 0; f < framesBetweenBatches; f++) + yield return null; + } + } + + // 4. 加载完æˆåŽå¼ºåˆ¶åžƒåœ¾å›žæ”¶ + 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å–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 && + AppCache.iconPointList05 != 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å­å¯¹è±¡çš„å­å¯¹è±¡ + 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æ¯:"); + // 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}"); + + StartCoroutine(WaitForFlightCompletion(iconData)); + cameraRover.StartCoroutine(cameraRover.CallOpenItem(iconData.cameraTransform)); + } + else + { + Debug.LogWarning("点击的图标没有关è”çš„ IconDataï¼"); + } + } + + private IEnumerator WaitForFlightCompletion(IconData iconData) + { + + // ç­‰å¾…é£žè¡Œç»“æŸ + while (!cameraRover.isFlightCompleted) + { + yield return null; + } + // 飞行结æŸï¼Œæ‰§è¡Œç½‘络请求和数æ®å‘逿“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("åºåˆ—化åŽçš„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..2c6ba35 --- /dev/null +++ b/Assets/Scripts/Ui/PnlMain.cs @@ -0,0 +1,173 @@ +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 = 6; + private List