You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
403 lines
17 KiB
403 lines
17 KiB
// Author: Daniele Giardini - http://www.demigiant.com |
|
// Created: 2018/07/13 |
|
|
|
using System; |
|
using UnityEngine; |
|
using DG.Tweening.Core; |
|
using DG.Tweening.Plugins.Options; |
|
#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) |
|
using System.Threading.Tasks; |
|
#endif |
|
|
|
#pragma warning disable 1591 |
|
namespace DG.Tweening |
|
{ |
|
/// <summary> |
|
/// Shortcuts/functions that are not strictly related to specific Modules |
|
/// but are available only on some Unity versions |
|
/// </summary> |
|
public static class DOTweenModuleUnityVersion |
|
{ |
|
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER |
|
#region Unity 4.3 or Newer |
|
|
|
#region Material |
|
|
|
/// <summary>Tweens a Material's color using the given gradient |
|
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). |
|
/// Also stores the image as the tween's target so it can be used for filtered operations</summary> |
|
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param> |
|
public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) |
|
{ |
|
Sequence s = DOTween.Sequence(); |
|
GradientColorKey[] colors = gradient.colorKeys; |
|
int len = colors.Length; |
|
for (int i = 0; i < len; ++i) { |
|
GradientColorKey c = colors[i]; |
|
if (i == 0 && c.time <= 0) { |
|
target.color = c.color; |
|
continue; |
|
} |
|
float colorDuration = i == len - 1 |
|
? duration - s.Duration(false) // Verifies that total duration is correct |
|
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time); |
|
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); |
|
} |
|
s.SetTarget(target); |
|
return s; |
|
} |
|
/// <summary>Tweens a Material's named color property using the given gradient |
|
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). |
|
/// Also stores the image as the tween's target so it can be used for filtered operations</summary> |
|
/// <param name="gradient">The gradient to use</param> |
|
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> |
|
/// <param name="duration">The duration of the tween</param> |
|
public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) |
|
{ |
|
Sequence s = DOTween.Sequence(); |
|
GradientColorKey[] colors = gradient.colorKeys; |
|
int len = colors.Length; |
|
for (int i = 0; i < len; ++i) { |
|
GradientColorKey c = colors[i]; |
|
if (i == 0 && c.time <= 0) { |
|
target.SetColor(property, c.color); |
|
continue; |
|
} |
|
float colorDuration = i == len - 1 |
|
? duration - s.Duration(false) // Verifies that total duration is correct |
|
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time); |
|
s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); |
|
} |
|
s.SetTarget(target); |
|
return s; |
|
} |
|
|
|
#endregion |
|
|
|
#endregion |
|
#endif |
|
|
|
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER |
|
#region Unity 5.3 or Newer |
|
|
|
#region CustomYieldInstructions |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete. |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code> |
|
/// </summary> |
|
public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForCompletion(t); |
|
} |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded. |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code> |
|
/// </summary> |
|
public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForRewind(t); |
|
} |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed. |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code> |
|
/// </summary> |
|
public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForKill(t); |
|
} |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops. |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code> |
|
/// </summary> |
|
/// <param name="elapsedLoops">Elapsed loops to wait for</param> |
|
public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); |
|
} |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed |
|
/// or has reached the given time position (loops included, delays excluded). |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code> |
|
/// </summary> |
|
/// <param name="position">Position (loops included, delays excluded) to wait for</param> |
|
public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForPosition(t, position); |
|
} |
|
|
|
/// <summary> |
|
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started |
|
/// (meaning when the tween is set in a playing state the first time, after any eventual delay). |
|
/// It can be used inside a coroutine as a yield. |
|
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code> |
|
/// </summary> |
|
public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return null; |
|
} |
|
return new DOTweenCYInstruction.WaitForStart(t); |
|
} |
|
|
|
#endregion |
|
|
|
#endregion |
|
#endif |
|
|
|
#if UNITY_2018_1_OR_NEWER |
|
#region Unity 2018.1 or Newer |
|
|
|
#region Material |
|
|
|
/// <summary>Tweens a Material's named texture offset property with the given ID to the given value. |
|
/// Also stores the material as the tween's target so it can be used for filtered operations</summary> |
|
/// <param name="endValue">The end value to reach</param> |
|
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> |
|
/// <param name="duration">The duration of the tween</param> |
|
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) |
|
{ |
|
if (!target.HasProperty(propertyID)) { |
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); |
|
return null; |
|
} |
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); |
|
t.SetTarget(target); |
|
return t; |
|
} |
|
|
|
/// <summary>Tweens a Material's named texture scale property with the given ID to the given value. |
|
/// Also stores the material as the tween's target so it can be used for filtered operations</summary> |
|
/// <param name="endValue">The end value to reach</param> |
|
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> |
|
/// <param name="duration">The duration of the tween</param> |
|
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) |
|
{ |
|
if (!target.HasProperty(propertyID)) { |
|
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); |
|
return null; |
|
} |
|
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); |
|
t.SetTarget(target); |
|
return t; |
|
} |
|
|
|
#endregion |
|
|
|
#region .NET 4.6 or Newer |
|
|
|
#if (NET_4_6 || NET_STANDARD_2_0) |
|
|
|
#region Async Instructions |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed or complete. |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code> |
|
/// </summary> |
|
public static async Task AsyncWaitForCompletion(this Tween t) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active && !t.IsComplete()) await Task.Yield(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed or rewinded. |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code> |
|
/// </summary> |
|
public static async Task AsyncWaitForRewind(this Tween t) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await Task.Yield(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed. |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> |
|
/// </summary> |
|
public static async Task AsyncWaitForKill(this Tween t) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active) await Task.Yield(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed or has gone through the given amount of loops. |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code> |
|
/// </summary> |
|
/// <param name="elapsedLoops">Elapsed loops to wait for</param> |
|
public static async Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active && t.CompletedLoops() < elapsedLoops) await Task.Yield(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed or started |
|
/// (meaning when the tween is set in a playing state the first time, after any eventual delay). |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code> |
|
/// </summary> |
|
/// <param name="position">Position (loops included, delays excluded) to wait for</param> |
|
public static async Task AsyncWaitForPosition(this Tween t, float position) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active && t.position * (t.CompletedLoops() + 1) < position) await Task.Yield(); |
|
} |
|
|
|
/// <summary> |
|
/// Returns an async <see cref="Task"/> that waits until the tween is killed. |
|
/// It can be used inside an async operation. |
|
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> |
|
/// </summary> |
|
public static async Task AsyncWaitForStart(this Tween t) |
|
{ |
|
if (!t.active) { |
|
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); |
|
return; |
|
} |
|
while (t.active && !t.playedOnce) await Task.Yield(); |
|
} |
|
|
|
#endregion |
|
#endif |
|
|
|
#endregion |
|
|
|
#endregion |
|
#endif |
|
} |
|
|
|
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ |
|
// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ |
|
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ |
|
|
|
#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER |
|
public static class DOTweenCYInstruction |
|
{ |
|
public class WaitForCompletion : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active && !t.IsComplete(); |
|
}} |
|
readonly Tween t; |
|
public WaitForCompletion(Tween tween) |
|
{ |
|
t = tween; |
|
} |
|
} |
|
|
|
public class WaitForRewind : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); |
|
}} |
|
readonly Tween t; |
|
public WaitForRewind(Tween tween) |
|
{ |
|
t = tween; |
|
} |
|
} |
|
|
|
public class WaitForKill : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active; |
|
}} |
|
readonly Tween t; |
|
public WaitForKill(Tween tween) |
|
{ |
|
t = tween; |
|
} |
|
} |
|
|
|
public class WaitForElapsedLoops : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active && t.CompletedLoops() < elapsedLoops; |
|
}} |
|
readonly Tween t; |
|
readonly int elapsedLoops; |
|
public WaitForElapsedLoops(Tween tween, int elapsedLoops) |
|
{ |
|
t = tween; |
|
this.elapsedLoops = elapsedLoops; |
|
} |
|
} |
|
|
|
public class WaitForPosition : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active && t.position * (t.CompletedLoops() + 1) < position; |
|
}} |
|
readonly Tween t; |
|
readonly float position; |
|
public WaitForPosition(Tween tween, float position) |
|
{ |
|
t = tween; |
|
this.position = position; |
|
} |
|
} |
|
|
|
public class WaitForStart : CustomYieldInstruction |
|
{ |
|
public override bool keepWaiting { get { |
|
return t.active && !t.playedOnce; |
|
}} |
|
readonly Tween t; |
|
public WaitForStart(Tween tween) |
|
{ |
|
t = tween; |
|
} |
|
} |
|
} |
|
#endif |
|
}
|
|
|