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No commits in common. 'main' and 'upm-2.1.8' have entirely different histories.

  1. 25
      .gitignore
  2. 6
      .vsconfig
  3. BIN
      Assets/HandDriverUPM/HandDriver/Plugins/Newtonsoft.Json.dll
  4. 47
      Packages/manifest.json
  5. 393
      Packages/packages-lock.json
  6. 19
      ProjectSettings/AudioManager.asset
  7. 6
      ProjectSettings/ClusterInputManager.asset
  8. 34
      ProjectSettings/DynamicsManager.asset
  9. 8
      ProjectSettings/EditorBuildSettings.asset
  10. 30
      ProjectSettings/EditorSettings.asset
  11. 63
      ProjectSettings/GraphicsSettings.asset
  12. 295
      ProjectSettings/InputManager.asset
  13. 35
      ProjectSettings/MemorySettings.asset
  14. 91
      ProjectSettings/NavMeshAreas.asset
  15. 35
      ProjectSettings/PackageManagerSettings.asset
  16. 7
      ProjectSettings/Packages/com.unity.testtools.codecoverage/Settings.json
  17. 56
      ProjectSettings/Physics2DSettings.asset
  18. 7
      ProjectSettings/PresetManager.asset
  19. 824
      ProjectSettings/ProjectSettings.asset
  20. 2
      ProjectSettings/ProjectVersion.txt
  21. 234
      ProjectSettings/QualitySettings.asset
  22. 121
      ProjectSettings/SceneTemplateSettings.json
  23. 43
      ProjectSettings/TagManager.asset
  24. 9
      ProjectSettings/TimeManager.asset
  25. 36
      ProjectSettings/UnityConnectSettings.asset
  26. 12
      ProjectSettings/VFXManager.asset
  27. 8
      ProjectSettings/VersionControlSettings.asset
  28. 10
      ProjectSettings/XRSettings.asset
  29. 0
      ProjectSettings/boot.config
  30. 2
      Runtime.meta
  31. 7
      Runtime/HandDriver.Runtime.asmdef
  32. 7
      Runtime/HandDriver.Runtime.asmdef.meta
  33. 0
      Runtime/Scripts.meta
  34. 0
      Runtime/Scripts/HandDriver.cs
  35. 0
      Runtime/Scripts/HandDriver.cs.meta
  36. 0
      Runtime/Scripts/InputData.cs
  37. 0
      Runtime/Scripts/InputData.cs.meta
  38. 0
      Runtime/Scripts/Network.cs
  39. 0
      Runtime/Scripts/Network.cs.meta
  40. 0
      Runtime/Scripts/VibrationData.cs
  41. 0
      Runtime/Scripts/VibrationData.cs.meta
  42. 0
      Samples~/Hand Driver Demo/Model.meta
  43. 0
      Samples~/Hand Driver Demo/Model/vr_glove_color.jpg
  44. 0
      Samples~/Hand Driver Demo/Model/vr_glove_color.jpg.meta
  45. 0
      Samples~/Hand Driver Demo/Model/vr_glove_color.mat
  46. 0
      Samples~/Hand Driver Demo/Model/vr_glove_color.mat.meta
  47. 0
      Samples~/Hand Driver Demo/Model/vr_glove_new.fbx
  48. 0
      Samples~/Hand Driver Demo/Model/vr_glove_new.fbx.meta
  49. 0
      Samples~/Hand Driver Demo/Model/vr_glove_normal.png
  50. 0
      Samples~/Hand Driver Demo/Model/vr_glove_normal.png.meta
  51. 0
      Samples~/Hand Driver Demo/Model/vr_glove_right_model.fbx
  52. 0
      Samples~/Hand Driver Demo/Model/vr_glove_right_model.fbx.meta
  53. 0
      Samples~/Hand Driver Demo/Model/vr_gloves_prototype.fbx
  54. 0
      Samples~/Hand Driver Demo/Model/vr_gloves_prototype.fbx.meta
  55. 0
      Samples~/Hand Driver Demo/Plugins.meta
  56. 2
      Samples~/Hand Driver Demo/Plugins/Android.meta
  57. 29
      Samples~/Hand Driver Demo/Plugins/Android/AndroidManifest.xml
  58. 7
      Samples~/Hand Driver Demo/Plugins/Android/AndroidManifest.xml.meta
  59. BIN
      Samples~/Hand Driver Demo/Plugins/Android/MWArray.dll
  60. 76
      Samples~/Hand Driver Demo/Plugins/Android/MWArray.dll.meta
  61. BIN
      Samples~/Hand Driver Demo/Plugins/Android/MathNet.Numerics.dll
  62. 2
      Samples~/Hand Driver Demo/Plugins/Android/MathNet.Numerics.dll.meta
  63. BIN
      Samples~/Hand Driver Demo/Plugins/Android/ar1_linear.aar
  64. 32
      Samples~/Hand Driver Demo/Plugins/Android/ar1_linear.aar.meta
  65. 31
      Samples~/Hand Driver Demo/Plugins/Android/baseProjectTemplate.gradle.DISABLED
  66. 7
      Samples~/Hand Driver Demo/Plugins/Android/baseProjectTemplate.gradle.DISABLED.meta
  67. 45
      Samples~/Hand Driver Demo/Plugins/Android/mainTemplate.gradle.DISABLED
  68. 7
      Samples~/Hand Driver Demo/Plugins/Android/mainTemplate.gradle.DISABLED.meta
  69. BIN
      Samples~/Hand Driver Demo/Plugins/Android/unityandroidbluetoothlelib.jar
  70. 70
      Samples~/Hand Driver Demo/Plugins/Android/unityandroidbluetoothlelib.jar.meta
  71. 395
      Samples~/Hand Driver Demo/Plugins/BluetoothDeviceScript.cs
  72. 8
      Samples~/Hand Driver Demo/Plugins/BluetoothDeviceScript.cs.meta
  73. 1147
      Samples~/Hand Driver Demo/Plugins/BluetoothHardwareInterface.cs
  74. 8
      Samples~/Hand Driver Demo/Plugins/BluetoothHardwareInterface.cs.meta
  75. 2
      Samples~/Hand Driver Demo/Plugins/Demigiant.meta
  76. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween.meta
  77. BIN
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/DOTween.dll
  78. 22
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/DOTween.dll.meta
  79. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Editor.meta
  80. BIN
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll
  81. 22
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
  82. BIN
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll
  83. 22
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Editor/DOTweenUpgradeManager.dll.meta
  84. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules.meta
  85. 198
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
  86. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
  87. 146
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs
  88. 12
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
  89. 216
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
  90. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
  91. 193
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
  92. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
  93. 93
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
  94. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
  95. 662
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
  96. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
  97. 389
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
  98. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
  99. 167
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
  100. 8
      Samples~/Hand Driver Demo/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta
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25
.gitignore vendored

@ -1,25 +0,0 @@
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*.csproj
*.sln
*.user
# Crash / build / cache
*.pidb
*.suo
*.tmp
*.unityproj
*.svd
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*.mdb
*.opendb
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<!-- <uses-feature android:name="android.hardware.sensor.accelerometer" android:required="true"/>
<uses-feature android:name="android.hardware.sensor.gyroscope" android:required="true"/>
<uses-feature android:name="android.hardware.usb.host"/>
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.RECORD_AUDIO"/> -->
<!-- android:name="com.rokid.uxrunityplugin.UXRActivity" -->
<application android:theme="@style/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@string/app_name" android:isGame="true" android:requestLegacyExternalStorage="true">
<activity android:label="@string/app_name" android:screenOrientation="fullSensor" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false" android:name="com.unity3d.player.UnityPlayerActivity">
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<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER" />
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<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" android:maxSdkVersion="30"/>
<uses-permission android:name="android.permission.BLUETOOTH_ADMIN" android:maxSdkVersion="30"/>
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allprojects {
buildscript {
repositories {**ARTIFACTORYREPOSITORY**
maven { url 'https://maven.rokid.com/repository/maven-public/' }
google()
jcenter()
}
dependencies {
// If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
// See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
// See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
// To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
classpath 'com.android.tools.build:gradle:4.0.1'
**BUILD_SCRIPT_DEPS**
}
}
repositories {**ARTIFACTORYREPOSITORY**
maven { url 'https://maven.rokid.com/repository/maven-public/' }
google()
jcenter()
flatDir {
dirs "${project(':unityLibrary').projectDir}/libs"
}
}
}
task clean(type: Delete) {
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apply plugin: 'com.android.library'
**APPLY_PLUGINS**
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
//核心依赖
implementation 'com.rokid.uxrplugin:rkuxrplugin:2.3.12'
//语音识别依赖
implementation("com.rokid.axr:glassvoice-phone:1.3.0")
**DEPS**}
android {
compileSdkVersion **APIVERSION**
buildToolsVersion '**BUILDTOOLS**'
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
defaultConfig {
minSdkVersion **MINSDKVERSION**
targetSdkVersion **TARGETSDKVERSION**
ndk {
abiFilters **ABIFILTERS**
}
versionCode **VERSIONCODE**
versionName '**VERSIONNAME**'
consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD**
}
lintOptions {
abortOnError false
}
aaptOptions {
noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:.*:!CVS:!thumbs.db:!picasa.ini:!*~"
}**PACKAGING_OPTIONS**
}**REPOSITORIES**
**IL_CPP_BUILD_SETUP**
**SOURCE_BUILD_SETUP**
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using System;
using System.Collections.Generic;
using UnityEngine;
public class BluetoothDeviceScript : MonoBehaviour
{
#if UNITY_IOS
public Dictionary<string, string> BLEStandardUUIDs = new Dictionary<string, string>();
#endif
public List<string> DiscoveredDeviceList;
public Action InitializedAction;
public Action DeinitializedAction;
public Action<string> ErrorAction;
public Action<string> ServiceAddedAction;
public Action StartedAdvertisingAction;
public Action StoppedAdvertisingAction;
public Action<string, string> DiscoveredPeripheralAction;
public Action<string, string, int, byte[]> DiscoveredPeripheralWithAdvertisingInfoAction;
public Action<BluetoothLEHardwareInterface.iBeaconData> DiscoveredBeaconAction;
public Action<string, string> RetrievedConnectedPeripheralAction;
public Action<string, byte[]> PeripheralReceivedWriteDataAction;
public Action<string> ConnectedPeripheralAction;
public Action<string> ConnectedDisconnectPeripheralAction;
public Action<string> DisconnectedPeripheralAction;
public Action<string, string> DiscoveredServiceAction;
public Action<string, string, string> DiscoveredCharacteristicAction;
public Action<string> DidWriteCharacteristicAction;
public Dictionary<string, Dictionary<string, Action<string>>> DidUpdateNotificationStateForCharacteristicAction;
public Dictionary<string, Dictionary<string, Action<string, string>>> DidUpdateNotificationStateForCharacteristicWithDeviceAddressAction;
public Dictionary<string, Dictionary<string, Action<string, byte[]>>> DidUpdateCharacteristicValueAction;
public Dictionary<string, Dictionary<string, Action<string, string, byte[]>>> DidUpdateCharacteristicValueWithDeviceAddressAction;
public Action<string, int> RequestMtuAction;
public Action<string, int> ReadRSSIAction;
// Use this for initialization
void Start ()
{
DiscoveredDeviceList = new List<string> ();
DidUpdateNotificationStateForCharacteristicAction = new Dictionary<string, Dictionary<string, Action<string>>> ();
DidUpdateNotificationStateForCharacteristicWithDeviceAddressAction = new Dictionary<string, Dictionary<string, Action<string, string>>> ();
DidUpdateCharacteristicValueAction = new Dictionary<string, Dictionary<string, Action<string, byte[]>>> ();
DidUpdateCharacteristicValueWithDeviceAddressAction = new Dictionary<string, Dictionary<string, Action<string, string, byte[]>>> ();
#if UNITY_IOS
BLEStandardUUIDs["Heart Rate Measurement"] = "00002A37-0000-1000-8000-00805F9B34FB";
#endif
}
// Update is called once per frame
void Update ()
{
}
const string deviceInitializedString = "Initialized";
const string deviceDeInitializedString = "DeInitialized";
const string deviceErrorString = "Error";
const string deviceServiceAdded = "ServiceAdded";
const string deviceStartedAdvertising = "StartedAdvertising";
const string deviceStoppedAdvertising = "StoppedAdvertising";
const string deviceDiscoveredPeripheral = "DiscoveredPeripheral";
const string deviceDiscoveredBeacon = "DiscoveredBeacon";
const string deviceRetrievedConnectedPeripheral = "RetrievedConnectedPeripheral";
const string devicePeripheralReceivedWriteData = "PeripheralReceivedWriteData";
const string deviceConnectedPeripheral = "ConnectedPeripheral";
const string deviceDisconnectedPeripheral = "DisconnectedPeripheral";
const string deviceDiscoveredService = "DiscoveredService";
const string deviceDiscoveredCharacteristic = "DiscoveredCharacteristic";
const string deviceDidWriteCharacteristic = "DidWriteCharacteristic";
const string deviceDidUpdateNotificationStateForCharacteristic = "DidUpdateNotificationStateForCharacteristic";
const string deviceDidUpdateValueForCharacteristic = "DidUpdateValueForCharacteristic";
const string deviceLog = "Log";
const string deviceRequestMtu = "MtuChanged";
const string deviceReadRSSI = "DidReadRSSI";
public void OnBluetoothMessage (string message)
{
if (message != null)
{
char[] delim = new char[] { '~' };
string[] parts = message.Split (delim);
string log = "";
for (int i = 0; i < parts.Length; ++i)
log += string.Format("| {0}", parts[i]);
BluetoothLEHardwareInterface.Log(log);
if (message.Length >= deviceInitializedString.Length && message.Substring (0, deviceInitializedString.Length) == deviceInitializedString)
{
if (InitializedAction != null)
InitializedAction ();
}
else if (message.Length >= deviceLog.Length && message.Substring (0, deviceLog.Length) == deviceLog)
{
BluetoothLEHardwareInterface.Log (parts[1]);
}
else if (message.Length >= deviceDeInitializedString.Length && message.Substring (0, deviceDeInitializedString.Length) == deviceDeInitializedString)
{
BluetoothLEHardwareInterface.FinishDeInitialize ();
if (DeinitializedAction != null)
DeinitializedAction ();
}
else if (message.Length >= deviceErrorString.Length && message.Substring (0, deviceErrorString.Length) == deviceErrorString)
{
string error = "";
if (parts.Length >= 2)
error = parts[1];
if (ErrorAction != null)
ErrorAction (error);
}
else if (message.Length >= deviceServiceAdded.Length && message.Substring (0, deviceServiceAdded.Length) == deviceServiceAdded)
{
if (parts.Length >= 2)
{
if (ServiceAddedAction != null)
ServiceAddedAction (parts[1]);
}
}
else if (message.Length >= deviceStartedAdvertising.Length && message.Substring (0, deviceStartedAdvertising.Length) == deviceStartedAdvertising)
{
BluetoothLEHardwareInterface.Log ("Started Advertising");
if (StartedAdvertisingAction != null)
StartedAdvertisingAction ();
}
else if (message.Length >= deviceStoppedAdvertising.Length && message.Substring (0, deviceStoppedAdvertising.Length) == deviceStoppedAdvertising)
{
BluetoothLEHardwareInterface.Log ("Stopped Advertising");
if (StoppedAdvertisingAction != null)
StoppedAdvertisingAction ();
}
else if (message.Length >= deviceDiscoveredPeripheral.Length && message.Substring (0, deviceDiscoveredPeripheral.Length) == deviceDiscoveredPeripheral)
{
if (parts.Length >= 3)
{
// the first callback will only get called the first time this device is seen
// this is because it gets added to the a list in the DiscoveredDeviceList
// after that only the second callback will get called and only if there is
// advertising data available
if (!DiscoveredDeviceList.Contains (parts[1] + "|" + parts[2]))
{
DiscoveredDeviceList.Add (parts[1] + "|" + parts[2]);
if (DiscoveredPeripheralAction != null)
DiscoveredPeripheralAction (parts[1], parts[2]);
}
if (parts.Length >= 5 && DiscoveredPeripheralWithAdvertisingInfoAction != null)
{
// get the rssi from the 4th value
int rssi = 0;
if (!int.TryParse (parts[3], out rssi))
rssi = 0;
// parse the base 64 encoded data that is the 5th value
byte[] bytes = System.Convert.FromBase64String (parts[4]);
DiscoveredPeripheralWithAdvertisingInfoAction (parts[1], parts[2], rssi, bytes);
}
}
}
else if (message.Length >= deviceDiscoveredBeacon.Length && message.Substring (0, deviceDiscoveredBeacon.Length) == deviceDiscoveredBeacon)
{
if (parts.Length >= 7)
{
var iBeaconData = new BluetoothLEHardwareInterface.iBeaconData ();
iBeaconData.UUID = parts[1];
if (!int.TryParse (parts[2], out iBeaconData.Major))
iBeaconData.Major = 0;
if (!int.TryParse (parts[3], out iBeaconData.Minor))
iBeaconData.Minor = 0;
if (!int.TryParse (parts[4], out iBeaconData.RSSI))
iBeaconData.RSSI = 0;
if (!int.TryParse (parts[5], out iBeaconData.AndroidSignalPower))
iBeaconData.AndroidSignalPower = 0;
int iOSProximity = 0;
if (!int.TryParse (parts[6], out iOSProximity))
iOSProximity = 0;
iBeaconData.iOSProximity = (BluetoothLEHardwareInterface.iOSProximity)iOSProximity;
if (DiscoveredBeaconAction != null)
DiscoveredBeaconAction (iBeaconData);
}
}
else if (message.Length >= deviceRetrievedConnectedPeripheral.Length && message.Substring (0, deviceRetrievedConnectedPeripheral.Length) == deviceRetrievedConnectedPeripheral)
{
if (parts.Length >= 3)
{
DiscoveredDeviceList.Add (parts[1]);
if (RetrievedConnectedPeripheralAction != null)
RetrievedConnectedPeripheralAction (parts[1], parts[2]);
}
}
else if (message.Length >= devicePeripheralReceivedWriteData.Length && message.Substring (0, devicePeripheralReceivedWriteData.Length) == devicePeripheralReceivedWriteData)
{
if (parts.Length >= 3)
OnPeripheralData (parts[1], parts[2]);
}
else if (message.Length >= deviceConnectedPeripheral.Length && message.Substring (0, deviceConnectedPeripheral.Length) == deviceConnectedPeripheral)
{
if (parts.Length >= 2 && ConnectedPeripheralAction != null)
ConnectedPeripheralAction (parts[1]);
}
else if (message.Length >= deviceDisconnectedPeripheral.Length && message.Substring (0, deviceDisconnectedPeripheral.Length) == deviceDisconnectedPeripheral)
{
if (parts.Length >= 2)
{
if (ConnectedDisconnectPeripheralAction != null)
ConnectedDisconnectPeripheralAction (parts[1]);
if (DisconnectedPeripheralAction != null)
DisconnectedPeripheralAction (parts[1]);
}
}
else if (message.Length >= deviceDiscoveredService.Length && message.Substring (0, deviceDiscoveredService.Length) == deviceDiscoveredService)
{
if (parts.Length >= 3 && DiscoveredServiceAction != null)
DiscoveredServiceAction (parts[1], parts[2]);
}
else if (message.Length >= deviceDiscoveredCharacteristic.Length && message.Substring (0, deviceDiscoveredCharacteristic.Length) == deviceDiscoveredCharacteristic)
{
if (parts.Length >= 4 && DiscoveredCharacteristicAction != null)
DiscoveredCharacteristicAction (parts[1], parts[2], parts[3]);
}
else if (message.Length >= deviceDidWriteCharacteristic.Length && message.Substring (0, deviceDidWriteCharacteristic.Length) == deviceDidWriteCharacteristic)
{
if (parts.Length >= 2 && DidWriteCharacteristicAction != null)
DidWriteCharacteristicAction (parts[1]);
}
else if (message.Length >= deviceDidUpdateNotificationStateForCharacteristic.Length && message.Substring (0, deviceDidUpdateNotificationStateForCharacteristic.Length) == deviceDidUpdateNotificationStateForCharacteristic)
{
if (parts.Length >= 3)
{
if (DidUpdateNotificationStateForCharacteristicAction != null && DidUpdateNotificationStateForCharacteristicAction.ContainsKey (parts[1]))
{
var characteristicAction = DidUpdateNotificationStateForCharacteristicAction[parts[1]];
if (characteristicAction != null && characteristicAction.ContainsKey (parts[2]))
{
var action = characteristicAction[parts[2]];
if (action != null)
action (parts[2]);
}
}
if (DidUpdateNotificationStateForCharacteristicWithDeviceAddressAction != null && DidUpdateNotificationStateForCharacteristicWithDeviceAddressAction.ContainsKey (parts[1]))
{
var characteristicAction = DidUpdateNotificationStateForCharacteristicWithDeviceAddressAction[parts[1]];
if (characteristicAction != null && characteristicAction.ContainsKey (parts[2]))
{
var action = characteristicAction[parts[2]];
if (action != null)
action (parts[1], parts[2]);
}
}
}
}
else if (message.Length >= deviceDidUpdateValueForCharacteristic.Length && message.Substring (0, deviceDidUpdateValueForCharacteristic.Length) == deviceDidUpdateValueForCharacteristic)
{
if (parts.Length >= 4)
OnBluetoothData (parts[1], parts[2], parts[3]);
}
else if (message.Length >= deviceRequestMtu.Length && message.Substring(0, deviceRequestMtu.Length) == deviceRequestMtu)
{
if (parts.Length >= 3)
{
if (RequestMtuAction != null)
{
int mtu = 0;
if (int.TryParse(parts[2], out mtu))
RequestMtuAction(parts[1], mtu);
}
}
}
else if (message.Length >= deviceReadRSSI.Length && message.Substring(0, deviceReadRSSI.Length) == deviceReadRSSI)
{
if (parts.Length >= 3)
{
if (ReadRSSIAction != null)
{
int rssi = 0;
if (int.TryParse(parts[2], out rssi))
ReadRSSIAction(parts[1], rssi);
}
}
}
}
}
public void OnBluetoothData (string base64Data)
{
OnBluetoothData ("", "", base64Data);
}
public void OnBluetoothData (string deviceAddress, string characteristic, string base64Data)
{
if (base64Data != null)
{
byte[] bytes = System.Convert.FromBase64String (base64Data);
if (bytes.Length > 0)
{
deviceAddress = deviceAddress.ToUpper ();
characteristic = characteristic.ToUpper ();
#if UNITY_IOS
if (BLEStandardUUIDs.ContainsKey(characteristic))
characteristic = BLEStandardUUIDs[characteristic];
#endif
BluetoothLEHardwareInterface.Log ("Device: " + deviceAddress + " Characteristic Received: " + characteristic);
string byteString = "";
foreach (byte b in bytes)
byteString += string.Format ("{0:X2}", b);
BluetoothLEHardwareInterface.Log (byteString);
if (DidUpdateCharacteristicValueAction != null && DidUpdateCharacteristicValueAction.ContainsKey (deviceAddress))
{
var characteristicAction = DidUpdateCharacteristicValueAction[deviceAddress];
#if UNITY_ANDROID
characteristic = characteristic.ToLower ();
#endif
if (characteristicAction != null && characteristicAction.ContainsKey (characteristic))
{
var action = characteristicAction[characteristic];
if (action != null)
action (characteristic, bytes);
}
}
if (DidUpdateCharacteristicValueWithDeviceAddressAction != null && DidUpdateCharacteristicValueWithDeviceAddressAction.ContainsKey (deviceAddress))
{
var characteristicAction = DidUpdateCharacteristicValueWithDeviceAddressAction[deviceAddress];
#if UNITY_ANDROID
characteristic = characteristic.ToLower ();
#endif
if (characteristicAction != null && characteristicAction.ContainsKey (characteristic))
{
var action = characteristicAction[characteristic];
if (action != null)
action (deviceAddress, characteristic, bytes);
}
}
}
}
}
public void OnPeripheralData (string characteristic, string base64Data)
{
if (base64Data != null)
{
byte[] bytes = System.Convert.FromBase64String (base64Data);
if (bytes.Length > 0)
{
BluetoothLEHardwareInterface.Log ("Peripheral Received: " + characteristic);
string byteString = "";
foreach (byte b in bytes)
byteString += string.Format ("{0:X2}", b);
BluetoothLEHardwareInterface.Log (byteString);
if (PeripheralReceivedWriteDataAction != null)
PeripheralReceivedWriteDataAction (characteristic, bytes);
}
}
}
#if UNITY_IOS
private void IncludeCoreLocationFramework()
{
// this method is here because Unity now only includes CoreLocation
// if there are methods in the .cs code that access it
Input.location.Stop ();
}
#endif
public void OnApplicationQuit()
{
if (Application.isEditor)
{
BluetoothLEHardwareInterface.DeInitialize(() =>
{
BluetoothLEHardwareInterface.Log("Deinitialize complete");
});
}
}
}

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>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</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</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> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region AudioMixer
/// <summary>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.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// 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)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// 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.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endregion
}
}
#endif

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using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Controls the alpha (transparency) of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the color of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
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// 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
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="mode">Rotation mode</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
t.SetTarget(target);
t.plugOptions.rotateMode = mode;
return t;
}
/// <summary>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</summary>
/// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
/// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
/// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
{
TweenerCore<Quaternion, Vector3, QuaternionOptions> 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
/// <summary>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</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 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;
}
/// <summary>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.
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>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.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">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</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> 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;
}
/// <summary>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
/// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
/// <para>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.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">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</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> DOPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> 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

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
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 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;
}
/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>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.</para></summary>
/// <param name="path">The waypoints to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">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</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
/// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
/// <para>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.</para></summary>
/// <param name="path">The waypoint to go through</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
/// <param name="resolution">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</param>
/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
)
{
if (resolution < 1) resolution = 1;
int len = path.Length;
Vector3[] path3D = new Vector3[len];
for (int i = 0; i < len; ++i) path3D[i] = path[i];
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)
.SetTarget(target).SetUpdate(UpdateType.Fixed);
t.plugOptions.isRigidbody2D = 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<Vector3, Path, PathOptions> DOPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
return t;
}
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
)
{
Transform trans = target.transform;
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
.SetTarget(target);
t.plugOptions.isRigidbody2D = true;
t.plugOptions.mode = pathMode;
t.plugOptions.useLocalPosition = true;
return t;
}
#endregion
#endregion
#endregion
}
}
#endif

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
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));
}
s.SetTarget(target);
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>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</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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

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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using System.Globalization;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
using DG.Tweening.Plugins;
using DG.Tweening.Plugins.Options;
using Outline = UnityEngine.UI.Outline;
using Text = UnityEngine.UI.Text;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleUI
{
#region Shortcuts
#region CanvasGroup
/// <summary>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</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> DOFade(this CanvasGroup target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Graphic
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Image
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)
{
if (endValue > 1) endValue = 1;
else if (endValue < 0) endValue = 0;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
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));
}
s.SetTarget(target);
return s;
}
#endregion
#region LayoutElement
/// <summary>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</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> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
target.flexibleWidth = x.x;
target.flexibleHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
target.minWidth = x.x;
target.minHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
target.preferredWidth = x.x;
target.preferredHeight = x.y;
}, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
#endregion
#region Outline
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region RectTransform
/// <summary>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</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> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
return t;
}
/// <summary>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</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<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
{
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</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> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
t.SetOptions(AxisConstraint.X).SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
t.SetOptions(AxisConstraint.Y).SetTarget(target);
return t;
}
/// <summary>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</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> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="vibrato">Indicates how much will the punch vibrate</param>
/// <param name="elasticity">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</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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);
}
/// <summary>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</summary>
/// <param name="duration">The duration of the tween</param>
/// <param name="strength">The shake strength</param>
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
/// <param name="randomness">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.</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
/// <param name="randomnessMode">Randomness mode</param>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
/// <summary>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</summary>
/// <param name="duration">The duration of the tween</param>
/// <param name="strength">The shake strength on each axis</param>
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
/// <param name="randomness">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.</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
/// <param name="randomnessMode">Randomness mode</param>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
}
#region Special
/// <summary>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</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 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
/// <summary>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</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 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);
}
/// <summary>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</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 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);
}
/// <summary>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</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 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
/// <summary>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</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<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
t.SetOptions(snapping).SetTarget(target);
return t;
}
#endregion
#region Text
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>
/// Tweens a Text's text from one integer to another, with options for thousands separators
/// </summary>
/// <param name="fromValue">The value to start from</param>
/// <param name="endValue">The end value to reach</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
public static TweenerCore<int, int, NoOptions> DOCounter(
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
){
int v = fromValue;
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
v = x;
target.text = addThousandsSeparator
? v.ToString("N0", cInfo)
: v.ToString();
}, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
/// otherwise all tags will be considered as normal text</param>
/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
/// <param name="scrambleChars">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</param>
public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
if (endValue == null) {
if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
endValue = "";
}
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
return t;
}
#endregion
#region Blendables
#region Graphic
/// <summary>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</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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
/// <summary>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</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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
/// <summary>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</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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
#region Shapes
/// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
/// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
/// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
/// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
)
{
TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
);
t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
return t;
}
#endregion
#endregion
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Utils
{
/// <summary>
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
/// </summary>
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

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serializedVersion: 2
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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
{
#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
#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
#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 █████████████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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;
}
}
}
}

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@ -0,0 +1,167 @@
// 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
{
/// <summary>
/// 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 ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#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
#pragma warning disable
[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");
}
#pragma warning restore
#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<Rigidbody2D>() != 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<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
}

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