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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;
#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 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
#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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