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- // 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 Task = System.Threading.Tasks.Task;
- //#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 UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
- #region Async Instructions
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
- }
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
- }
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active) await System.Threading.Tasks.Task.Yield();
- }
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
- }
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
- }
- /// <summary>
- /// Returns an async <see cref="System.Threading.Tasks.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 System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
- {
- if (!t.active) {
- if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
- return;
- }
- while (t.active && !t.playedOnce) await System.Threading.Tasks.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
- }
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