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// 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 DG.Tweening.Core;using DG.Tweening.Plugins.Options;using UnityEngine;
#pragma warning disable 1591
namespace DG.Tweening{ public static class DOTweenModulePhysics2D { #region Shortcuts
#region Rigidbody2D Shortcuts
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) { TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); t.SetOptions(snapping).SetTarget(target); return t; }
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) { TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); return t; }
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) { TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); return t; }
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration) { TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); t.SetTarget(target); return t; }
#region Special
/// <summary>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.
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
/// <param name="endValue">The end value to reach</param>
/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
/// <param name="numJumps">Total number of jumps</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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
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