Merge branch 'master' of https://git.lgzn.space/gaoguozheng/GQ_Communicate
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@ -135,7 +135,7 @@ namespace DG.Tweening
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|
@ -160,7 +160,7 @@ namespace DG.Tweening
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/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
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|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dae9aa560b4242648a3affa2bfabc365
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -97,6 +99,90 @@ namespace DG.Tweening
|
|||
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
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 230fe34542e175245ba74b4659dae700
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -56,6 +56,7 @@ namespace DG.Tweening
|
|||
: 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;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 188918ab119d93148aa0de59ccf5286b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -2,12 +2,17 @@
|
|||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // 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
|
||||
|
@ -108,6 +113,7 @@ namespace DG.Tweening
|
|||
: 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;
|
||||
}
|
||||
|
||||
|
@ -480,6 +486,29 @@ namespace DG.Tweening
|
|||
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>
|
||||
|
@ -501,6 +530,10 @@ namespace DG.Tweening
|
|||
/// 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);
|
||||
|
@ -576,6 +609,29 @@ namespace DG.Tweening
|
|||
|
||||
#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
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a060394c03331a64392db53a10e7f2d1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -5,6 +5,9 @@ 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
|
||||
|
@ -40,6 +43,7 @@ namespace DG.Tweening
|
|||
: 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
|
||||
|
@ -64,6 +68,7 @@ namespace DG.Tweening
|
|||
: 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;
|
||||
}
|
||||
|
||||
|
@ -135,7 +140,8 @@ namespace DG.Tweening
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has reached the given position (loops included, delays excluded).
|
||||
/// 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>
|
||||
|
@ -208,6 +214,104 @@ namespace DG.Tweening
|
|||
|
||||
#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
|
||||
}
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63c02322328255542995bd02b47b0457
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -129,23 +129,35 @@ namespace DG.Tweening
|
|||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t;
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
Rigidbody rBody = tweenRigidbody ? target.GetComponent<Rigidbody>() : null;
|
||||
if (tweenRigidbody && rBody != null) {
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
} else {
|
||||
}
|
||||
}
|
||||
#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);
|
||||
}
|
||||
#else
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
#endif
|
||||
return t;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7bcaf917d9cf5b84090421a5a2abe42e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -66,7 +66,7 @@ namespace DG.Tweening
|
|||
|
||||
public bool targetIsSelf = true; // If FALSE allows to set the target manually
|
||||
public GameObject targetGO = null; // Used in case targetIsSelf is FALSE
|
||||
// If TRUE always uses the GO containing this DOTweenAnimation (and not the one containing the target) as DOTween's SetTarget target
|
||||
// If FALSE always uses the GO containing this DOTweenAnimation (and not the one containing the target) as DOTween's SetTarget target
|
||||
public bool tweenTargetIsTargetGO = true;
|
||||
|
||||
public float delay;
|
||||
|
@ -80,6 +80,7 @@ namespace DG.Tweening
|
|||
public bool isFrom;
|
||||
public bool isIndependentUpdate = false;
|
||||
public bool autoKill = true;
|
||||
public bool autoGenerate = true; // If TRUE automatically creates the tween at startup
|
||||
|
||||
public bool isActive = true;
|
||||
public bool isValid;
|
||||
|
@ -98,36 +99,36 @@ namespace DG.Tweening
|
|||
public Rect endValueRect = new Rect(0, 0, 0, 0);
|
||||
public Transform endValueTransform;
|
||||
|
||||
public bool optionalBool0;
|
||||
public bool optionalBool0, optionalBool1;
|
||||
public float optionalFloat0;
|
||||
public int optionalInt0;
|
||||
public RotateMode optionalRotationMode = RotateMode.Fast;
|
||||
public ScrambleMode optionalScrambleMode = ScrambleMode.None;
|
||||
public string optionalString;
|
||||
|
||||
bool _tweenCreated; // TRUE after the tweens have been created
|
||||
bool _tweenAutoGenerationCalled; // TRUE after the tweens have been autoGenerated
|
||||
int _playCount = -1; // Used when calling DOPlayNext
|
||||
|
||||
#region Unity Methods
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (!isActive || !isValid) return;
|
||||
if (!isActive || !autoGenerate) return;
|
||||
|
||||
if (animationType != AnimationType.Move || !useTargetAsV3) {
|
||||
// Don't create tweens if we're using a RectTransform as a Move target,
|
||||
// because that will work only inside Start
|
||||
CreateTween();
|
||||
_tweenCreated = true;
|
||||
CreateTween(false, autoPlay);
|
||||
_tweenAutoGenerationCalled = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (_tweenCreated || !isActive || !isValid) return;
|
||||
if (_tweenAutoGenerationCalled || !isActive || !autoGenerate) return;
|
||||
|
||||
CreateTween();
|
||||
_tweenCreated = true;
|
||||
CreateTween(false, autoPlay);
|
||||
_tweenAutoGenerationCalled = true;
|
||||
}
|
||||
|
||||
void Reset()
|
||||
|
@ -137,13 +138,60 @@ namespace DG.Tweening
|
|||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (tween != null && tween.IsActive()) tween.Kill();
|
||||
if (tween != null && tween.active) tween.Kill();
|
||||
tween = null;
|
||||
}
|
||||
|
||||
// Used also by DOTweenAnimationInspector when applying runtime changes and restarting
|
||||
public void CreateTween()
|
||||
/// <summary>
|
||||
/// Creates/recreates the tween without playing it, but first rewinding and killing the existing one if present.
|
||||
/// </summary>
|
||||
public void RewindThenRecreateTween()
|
||||
{
|
||||
if (tween != null && tween.active) tween.Rewind();
|
||||
CreateTween(true, false);
|
||||
}
|
||||
/// <summary>
|
||||
/// Creates/recreates the tween and plays it, first rewinding and killing the existing one if present.
|
||||
/// </summary>
|
||||
public void RewindThenRecreateTweenAndPlay()
|
||||
{
|
||||
if (tween != null && tween.active) tween.Rewind();
|
||||
CreateTween(true, true);
|
||||
}
|
||||
/// <summary>
|
||||
/// Creates/recreates the tween from its target's current value without playing it, but first killing the existing one if present.
|
||||
/// </summary>
|
||||
public void RecreateTween()
|
||||
{ CreateTween(true, false); }
|
||||
/// <summary>
|
||||
/// Creates/recreates the tween from its target's current value and plays it, first killing the existing one if present.
|
||||
/// </summary>
|
||||
public void RecreateTweenAndPlay()
|
||||
{ CreateTween(true, true); }
|
||||
// Used also by DOTweenAnimationInspector when applying runtime changes and restarting
|
||||
/// <summary>
|
||||
/// Creates the tween manually (called automatically if AutoGenerate is set in the Inspector)
|
||||
/// from its target's current value.
|
||||
/// </summary>
|
||||
/// <param name="regenerateIfExists">If TRUE and an existing tween was already created (and not killed), kills it and recreates it with the current
|
||||
/// parameters. Otherwise, if a tween already exists, does nothing.</param>
|
||||
/// <param name="andPlay">If TRUE also plays the tween, otherwise only creates it</param>
|
||||
public void CreateTween(bool regenerateIfExists = false, bool andPlay = true)
|
||||
{
|
||||
if (!isValid) {
|
||||
if (regenerateIfExists) { // Called manually: warn users
|
||||
Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation isn't valid and its tween won't be created", this.gameObject.name), this.gameObject);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (tween != null) {
|
||||
if (tween.active) {
|
||||
if (regenerateIfExists) tween.Kill();
|
||||
else return;
|
||||
}
|
||||
tween = null;
|
||||
}
|
||||
|
||||
// if (target == null) {
|
||||
// Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
|
||||
// return;
|
||||
|
@ -401,20 +449,20 @@ namespace DG.Tweening
|
|||
case AnimationType.ShakePosition:
|
||||
switch (targetType) {
|
||||
case TargetType.Transform:
|
||||
tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
|
||||
tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1);
|
||||
break;
|
||||
#if true // UI_MARKER
|
||||
case TargetType.RectTransform:
|
||||
tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
|
||||
tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0, optionalBool1);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
case AnimationType.ShakeScale:
|
||||
tween = tweenGO.transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0);
|
||||
tween = tweenGO.transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1);
|
||||
break;
|
||||
case AnimationType.ShakeRotation:
|
||||
tween = tweenGO.transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0);
|
||||
tween = tweenGO.transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool1);
|
||||
break;
|
||||
case AnimationType.CameraAspect:
|
||||
tween = ((Camera)target).DOAspect(endValueFloat, duration);
|
||||
|
@ -438,12 +486,14 @@ namespace DG.Tweening
|
|||
|
||||
if (tween == null) return;
|
||||
|
||||
// Created
|
||||
|
||||
if (isFrom) {
|
||||
((Tweener)tween).From(isRelative);
|
||||
} else {
|
||||
tween.SetRelative(isRelative);
|
||||
}
|
||||
GameObject setTarget = targetIsSelf || !tweenTargetIsTargetGO ? this.gameObject : targetGO;
|
||||
GameObject setTarget = GetTweenTarget();
|
||||
tween.SetTarget(setTarget).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill)
|
||||
.OnKill(()=> tween = null);
|
||||
if (isSpeedBased) tween.SetSpeedBased();
|
||||
|
@ -471,7 +521,7 @@ namespace DG.Tweening
|
|||
if (onRewind != null) tween.OnRewind(onRewind.Invoke);
|
||||
} else onRewind = null;
|
||||
|
||||
if (autoPlay) tween.Play();
|
||||
if (andPlay) tween.Play();
|
||||
else tween.Pause();
|
||||
|
||||
if (hasOnTweenCreated && onTweenCreated != null) onTweenCreated.Invoke();
|
||||
|
@ -481,33 +531,94 @@ namespace DG.Tweening
|
|||
|
||||
#region Public Methods
|
||||
|
||||
// These methods are here so they can be called directly via Unity's UGUI event system
|
||||
#region Special
|
||||
|
||||
/// <summary>
|
||||
/// Returns the tweens (if generated and not killed) created by all DOTweenAnimations on this gameObject,
|
||||
/// in the same order as they appear in the Inspector (top to bottom).<para/>
|
||||
/// Note that a tween is generated inside the Awake call (except RectTransform tweens which are generated inside Start),
|
||||
/// so this method won't return them before that
|
||||
/// </summary>
|
||||
public List<Tween> GetTweens()
|
||||
{
|
||||
List<Tween> result = new List<Tween>();
|
||||
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
|
||||
foreach (DOTweenAnimation anim in anims) {
|
||||
if (anim.tween != null && anim.tween.active) result.Add(anim.tween);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the animation target (which must be of the same type of the one set in the Inspector).
|
||||
/// This is useful if you want to change it BEFORE this <see cref="DOTweenAnimation"/>
|
||||
/// creates a tween, while after that it won't have any effect.<para/>
|
||||
/// Consider that a <see cref="DOTweenAnimation"/> creates its tween inside its Awake (except for special tweens),
|
||||
/// so you will need to sure your code runs before this object's Awake (via ScriptExecutionOrder or enabling/disabling methods)
|
||||
/// </summary>
|
||||
/// <param name="tweenTarget">
|
||||
/// New target for the animation (must be of the same type of the previous one)</param>
|
||||
/// <param name="useTweenTargetGameObjectForGroupOperations">If TRUE also uses tweenTarget's gameObject when settings the target-ID of the tween
|
||||
/// (which is used with DOPlay/DORestart/etc to apply the same operation on all tweens that have the same target-id).<para/>
|
||||
/// You should usually leave this to TRUE if you change the target.
|
||||
/// </param>
|
||||
public void SetAnimationTarget(Component tweenTarget, bool useTweenTargetGameObjectForGroupOperations = true)
|
||||
{
|
||||
TargetType newTargetType = TypeToDOTargetType(target.GetType());
|
||||
if (newTargetType != targetType) {
|
||||
Debug.LogError("DOTweenAnimation ► SetAnimationTarget: the new target is of a different type from the one set in the Inspector");
|
||||
return;
|
||||
}
|
||||
target = tweenTarget;
|
||||
targetGO = target.gameObject;
|
||||
tweenTargetIsTargetGO = useTweenTargetGameObjectForGroupOperations;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOPlay()
|
||||
{
|
||||
DOTween.Play(this.gameObject);
|
||||
DOTween.Play(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOPlayBackwards()
|
||||
{
|
||||
DOTween.PlayBackwards(this.gameObject);
|
||||
DOTween.PlayBackwards(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays foward all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOPlayForward()
|
||||
{
|
||||
DOTween.PlayForward(this.gameObject);
|
||||
DOTween.PlayForward(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOPause()
|
||||
{
|
||||
DOTween.Pause(this.gameObject);
|
||||
DOTween.Pause(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses/unpauses (depending on the current state) all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOTogglePause()
|
||||
{
|
||||
DOTween.TogglePause(this.gameObject);
|
||||
DOTween.TogglePause(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens created by this animation in the correct order
|
||||
/// </summary>
|
||||
public override void DORewind()
|
||||
{
|
||||
_playCount = -1;
|
||||
|
@ -517,16 +628,16 @@ namespace DG.Tweening
|
|||
Tween t = anims[i].tween;
|
||||
if (t != null && t.IsInitialized()) anims[i].tween.Rewind();
|
||||
}
|
||||
// DOTween.Rewind(this.gameObject);
|
||||
// DOTween.Rewind(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts the tween
|
||||
/// Restarts all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DORestart()
|
||||
{ DORestart(false); }
|
||||
/// <summary>
|
||||
/// Restarts the tween
|
||||
/// Restarts all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
/// <param name="fromHere">If TRUE, re-evaluates the tween's start and end values from its current position.
|
||||
/// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)</param>
|
||||
|
@ -537,85 +648,128 @@ namespace DG.Tweening
|
|||
if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return;
|
||||
}
|
||||
if (fromHere && isRelative) ReEvaluateRelativeTween();
|
||||
DOTween.Restart(this.gameObject);
|
||||
DOTween.Restart(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOComplete()
|
||||
{
|
||||
DOTween.Complete(this.gameObject);
|
||||
DOTween.Complete(GetTweenTarget());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public override void DOKill()
|
||||
{
|
||||
DOTween.Kill(this.gameObject);
|
||||
DOTween.Kill(GetTweenTarget());
|
||||
tween = null;
|
||||
}
|
||||
|
||||
#region Specifics
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens with the given ID and whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public void DOPlayById(string id)
|
||||
{
|
||||
DOTween.Play(this.gameObject, id);
|
||||
DOTween.Play(GetTweenTarget(), id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Plays all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DOPlayAllById(string id)
|
||||
{
|
||||
DOTween.Play(id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DOPauseAllById(string id)
|
||||
{
|
||||
DOTween.Pause(id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens with the given ID and whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public void DOPlayBackwardsById(string id)
|
||||
{
|
||||
DOTween.PlayBackwards(this.gameObject, id);
|
||||
DOTween.PlayBackwards(GetTweenTarget(), id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DOPlayBackwardsAllById(string id)
|
||||
{
|
||||
DOTween.PlayBackwards(id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens with the given ID and whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public void DOPlayForwardById(string id)
|
||||
{
|
||||
DOTween.PlayForward(this.gameObject, id);
|
||||
DOTween.PlayForward(GetTweenTarget(), id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Plays forward all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DOPlayForwardAllById(string id)
|
||||
{
|
||||
DOTween.PlayForward(id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays the next animation on this animation's gameObject (if any)
|
||||
/// </summary>
|
||||
public void DOPlayNext()
|
||||
{
|
||||
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
|
||||
while (_playCount < anims.Length - 1) {
|
||||
_playCount++;
|
||||
DOTweenAnimation anim = anims[_playCount];
|
||||
if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
|
||||
if (anim != null && anim.tween != null && anim.tween.active && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
|
||||
anim.tween.Play();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens with the given ID and whose target-id is the same as the one set by this animation,
|
||||
/// then plays the next animation on this animation's gameObject (if any)
|
||||
/// </summary>
|
||||
public void DORewindAndPlayNext()
|
||||
{
|
||||
_playCount = -1;
|
||||
DOTween.Rewind(this.gameObject);
|
||||
DOTween.Rewind(GetTweenTarget());
|
||||
DOPlayNext();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DORewindAllById(string id)
|
||||
{
|
||||
_playCount = -1;
|
||||
DOTween.Rewind(id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens with the given ID and whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public void DORestartById(string id)
|
||||
{
|
||||
_playCount = -1;
|
||||
DOTween.Restart(this.gameObject, id);
|
||||
DOTween.Restart(GetTweenTarget(), id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Restarts all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DORestartAllById(string id)
|
||||
{
|
||||
_playCount = -1;
|
||||
|
@ -623,16 +777,18 @@ namespace DG.Tweening
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the tweens created by this DOTweenAnimation, in the same order as they appear in the Inspector (top to bottom)
|
||||
/// Kills all tweens with the given ID and whose target-id is the same as the one set by this animation
|
||||
/// </summary>
|
||||
public List<Tween> GetTweens()
|
||||
public void DOKillById(string id)
|
||||
{
|
||||
// return DOTween.TweensByTarget(this.gameObject);
|
||||
|
||||
List<Tween> result = new List<Tween>();
|
||||
DOTweenAnimation[] anims = this.GetComponents<DOTweenAnimation>();
|
||||
foreach (DOTweenAnimation anim in anims) result.Add(anim.tween);
|
||||
return result;
|
||||
DOTween.Kill(GetTweenTarget(), id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Kills all tweens with the given ID (regardless of their target gameObject)
|
||||
/// </summary>
|
||||
public void DOKillAllById(string id)
|
||||
{
|
||||
DOTween.Kill(id);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -653,7 +809,7 @@ namespace DG.Tweening
|
|||
//#endif
|
||||
#if true // UI_MARKER
|
||||
// if (str == "RectTransform") str = "Transform";
|
||||
if (str == "RawImage") str = "Image"; // RawImages are managed like Images for DOTweenAnimation (color and fade use Graphic target anyway)
|
||||
if (str == "RawImage" || str == "Graphic") str = "Image"; // RawImages/Graphics are managed like Images for DOTweenAnimation (color and fade use Graphic target anyway)
|
||||
#endif
|
||||
return (TargetType)Enum.Parse(typeof(TargetType), str);
|
||||
}
|
||||
|
@ -666,7 +822,8 @@ namespace DG.Tweening
|
|||
{
|
||||
if (Application.isPlaying) return null;
|
||||
|
||||
CreateTween();
|
||||
// CHANGE: first param switched to TRUE otherwise changing an animation and replaying in editor would still play old one
|
||||
CreateTween(true, autoPlay);
|
||||
return tween;
|
||||
}
|
||||
|
||||
|
@ -676,12 +833,23 @@ namespace DG.Tweening
|
|||
|
||||
#region Private
|
||||
|
||||
// Returns the gameObject whose target component should be animated
|
||||
/// <summary>
|
||||
/// Returns the gameObject whose target component should be animated
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
GameObject GetTweenGO()
|
||||
{
|
||||
return targetIsSelf ? this.gameObject : targetGO;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the GameObject which should be used/retrieved for SetTarget
|
||||
/// </summary>
|
||||
GameObject GetTweenTarget()
|
||||
{
|
||||
return targetIsSelf || !tweenTargetIsTargetGO ? this.gameObject : targetGO;
|
||||
}
|
||||
|
||||
// Re-evaluate relative position of path
|
||||
void ReEvaluateRelativeTween()
|
||||
{
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4d0390bd8b8ffd640b34fe25065ff1df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
Binary file not shown.
|
@ -1,21 +1,22 @@
|
|||
fileFormatVersion: 2
|
||||
guid: aa0b1eebb5db27a419fa4564bbe5c9c5
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
serializedVersion: 1
|
||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
defineConstraints: []
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 1
|
||||
settings: {}
|
||||
Editor:
|
||||
enabled: 0
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
WindowsStoreApps:
|
||||
enabled: 0
|
||||
settings:
|
||||
CPU: AnyCPU
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1c3190a1a1c53f449926f6d5542b4ce5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -1,17 +1,30 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2015/03/27 19:02
|
||||
//
|
||||
// License Copyright (c) Daniele Giardini.
|
||||
// This work is subject to the terms at http://dotween.demigiant.com/license.php
|
||||
|
||||
|
||||
#if false // MODULE_MARKER
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using System.Collections.Generic;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public enum TMPSkewSpanMode
|
||||
{
|
||||
/// <summary>Applies the skew as-is (like normal skew works): the longer the text-span the higher the last character will be</summary>
|
||||
Default,
|
||||
/// <summary>Applies the skew scaled by the size of the text-span: the max skew/displacement will be the given skew factor</summary>
|
||||
AsMaxSkewFactor
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
|
||||
/// </summary>
|
||||
|
@ -98,6 +111,29 @@ namespace DG.Tweening
|
|||
return t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tweens a TextMeshPro'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 TMP_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 TextMeshPro's fontSize to the given value.
|
||||
/// Also stores the TextMeshPro 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>
|
||||
|
@ -137,5 +173,865 @@ namespace DG.Tweening
|
|||
|
||||
#endregion
|
||||
}
|
||||
|
||||
#region DOTweenTMPAnimator
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ CLASS ███████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper for <see cref="TMP_Text"/> objects that enables per-character tweening
|
||||
/// (you don't need this if instead you want to animate the whole text object).
|
||||
/// It also contains various handy methods to simply deform text without animating it ;)
|
||||
/// <para><code>EXAMPLE:<para/>
|
||||
/// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField);<para/>
|
||||
/// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration);
|
||||
/// </code></para>
|
||||
/// </summary>
|
||||
public class DOTweenTMPAnimator : IDisposable
|
||||
{
|
||||
static readonly Dictionary<TMP_Text,DOTweenTMPAnimator> _targetToAnimator = new Dictionary<TMP_Text,DOTweenTMPAnimator>();
|
||||
|
||||
/// <summary><see cref="TMP_Text"/> that this animator is linked to</summary>
|
||||
public TMP_Text target { get; private set; }
|
||||
public TMP_TextInfo textInfo { get; private set; }
|
||||
readonly List<CharTransform> _charTransforms = new List<CharTransform>();
|
||||
TMP_MeshInfo[] _cachedMeshInfos;
|
||||
bool _ignoreTextChangedEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance of the <see cref="DOTweenTMPAnimator"/>, which is necessary to animate <see cref="TMP_Text"/> by single characters.<para/>
|
||||
/// If a <see cref="DOTweenTMPAnimator"/> already exists for the same <see cref="TMP_Text"/> object it will be disposed
|
||||
/// (but not its tweens, those you will have to kill manually).
|
||||
/// If you want to animate the whole text object you don't need this, and you can use direct <see cref="TMP_Text"/> DO shortcuts instead.<para/>
|
||||
/// IMPORTANT: the <see cref="TMP_Text"/> target must have been enabled/activated at least once before you can use it with this
|
||||
/// </summary>
|
||||
/// <param name="target">The <see cref="TMP_Text"/> that will be linked to this animator</param>
|
||||
public DOTweenTMPAnimator(TMP_Text target)
|
||||
{
|
||||
if (target == null) {
|
||||
Debugger.LogError("DOTweenTMPAnimator target can't be null");
|
||||
return;
|
||||
}
|
||||
if (!target.gameObject.activeInHierarchy) {
|
||||
Debugger.LogError("You can't create a DOTweenTMPAnimator if its target is disabled");
|
||||
return;
|
||||
}
|
||||
// Verify that there's no other animators for the same target, and in case dispose them
|
||||
if (_targetToAnimator.ContainsKey(target)) {
|
||||
if (Debugger.logPriority >= 2) {
|
||||
Debugger.Log(string.Format(
|
||||
"A DOTweenTMPAnimator for \"{0}\" already exists: disposing it because you can't have more than one DOTweenTMPAnimator" +
|
||||
" for the same TextMesh Pro object. If you have tweens running on the disposed DOTweenTMPAnimator you should kill them manually",
|
||||
target
|
||||
));
|
||||
}
|
||||
_targetToAnimator[target].Dispose();
|
||||
_targetToAnimator.Remove(target);
|
||||
}
|
||||
//
|
||||
this.target = target;
|
||||
_targetToAnimator.Add(target, this);
|
||||
Refresh();
|
||||
// Listeners
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If a <see cref="DOTweenTMPAnimator"/> instance exists for the given target disposes it
|
||||
/// </summary>
|
||||
public static void DisposeInstanceFor(TMP_Text target)
|
||||
{
|
||||
if (!_targetToAnimator.ContainsKey(target)) return;
|
||||
_targetToAnimator[target].Dispose();
|
||||
_targetToAnimator.Remove(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears and disposes of this object
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
target = null;
|
||||
_charTransforms.Clear();
|
||||
textInfo = null;
|
||||
_cachedMeshInfos = null;
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes the animator text data and resets all transformation data. Call this after you change the target <see cref="TMP_Text"/>
|
||||
/// </summary>
|
||||
public void Refresh()
|
||||
{
|
||||
_ignoreTextChangedEvent = true;
|
||||
target.ForceMeshUpdate(true);
|
||||
textInfo = target.textInfo;
|
||||
_cachedMeshInfos = textInfo.CopyMeshInfoVertexData();
|
||||
int totChars = textInfo.characterCount;
|
||||
int totCurrent = _charTransforms.Count;
|
||||
if (totCurrent > totChars) {
|
||||
_charTransforms.RemoveRange(totChars, totCurrent - totChars);
|
||||
totCurrent = totChars;
|
||||
}
|
||||
for (int i = 0; i < totCurrent; ++i) {
|
||||
CharTransform c = _charTransforms[i];
|
||||
c.ResetTransformationData();
|
||||
c.Refresh(textInfo, _cachedMeshInfos);
|
||||
_charTransforms[i] = c;
|
||||
}
|
||||
for (int i = totCurrent; i < totChars; ++i) _charTransforms.Add(new CharTransform(i, textInfo, _cachedMeshInfos));
|
||||
_ignoreTextChangedEvent = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets all deformations
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
int totCurrent = _charTransforms.Count;
|
||||
for (int i = 0; i < totCurrent; ++i) _charTransforms[i].ResetAll(target, textInfo.meshInfo, _cachedMeshInfos);
|
||||
}
|
||||
|
||||
void OnTextChanged(Object obj)
|
||||
{
|
||||
if (_ignoreTextChangedEvent || target == null || obj != target) return;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
bool ValidateChar(int charIndex, bool isTween = true)
|
||||
{
|
||||
if (textInfo.characterCount <= charIndex) {
|
||||
Debugger.LogError(string.Format("CharIndex {0} doesn't exist", charIndex));
|
||||
return false;
|
||||
}
|
||||
if (!textInfo.characterInfo[charIndex].isVisible) {
|
||||
if (Debugger.logPriority > 1) {
|
||||
if (isTween) {
|
||||
Debugger.Log(string.Format(
|
||||
"CharIndex {0} isn't visible, ignoring it and returning an empty tween (TextMesh Pro will behave weirdly if invisible chars are included in the animation)",
|
||||
charIndex
|
||||
));
|
||||
} else {
|
||||
Debugger.Log(string.Format("CharIndex {0} isn't visible, ignoring it", charIndex));
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ValidateSpan(int fromCharIndex, int toCharIndex, out int firstVisibleCharIndex, out int lastVisibleCharIndex)
|
||||
{
|
||||
firstVisibleCharIndex = -1; // First visible/existing charIndex from given index
|
||||
lastVisibleCharIndex = -1; // Last visible/existing charIndex backwards from given index
|
||||
int charCount = textInfo.characterCount;
|
||||
if (fromCharIndex >= charCount) return false;
|
||||
if (toCharIndex >= charCount) toCharIndex = charCount - 1;
|
||||
for (int i = fromCharIndex; i < toCharIndex + 1; ++i) {
|
||||
if (!_charTransforms[i].isVisible) continue;
|
||||
firstVisibleCharIndex = i;
|
||||
break;
|
||||
}
|
||||
if (firstVisibleCharIndex == -1) return false;
|
||||
for (int i = toCharIndex; i > firstVisibleCharIndex - 1; --i) {
|
||||
if (!_charTransforms[i].isVisible) continue;
|
||||
lastVisibleCharIndex = i;
|
||||
break;
|
||||
}
|
||||
if (lastVisibleCharIndex == -1) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
#region Word Setters
|
||||
|
||||
/// <summary>
|
||||
/// Skews a span of characters uniformly (like normal skew works in graphic applications)
|
||||
/// </summary>
|
||||
/// <param name="fromCharIndex">First char index of the span to skew</param>
|
||||
/// <param name="toCharIndex">Last char index of the span to skew</param>
|
||||
/// <param name="skewFactor">Skew factor</param>
|
||||
/// <param name="skewTop">If TRUE skews the top side of the span, otherwise the bottom one</param>
|
||||
public void SkewSpanX(int fromCharIndex, int toCharIndex, float skewFactor, bool skewTop = true)
|
||||
{
|
||||
int firstVisibleCharIndex, lastVisibleCharIndex;
|
||||
if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;
|
||||
for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {
|
||||
if (!_charTransforms[i].isVisible) continue;
|
||||
CharVertices v = _charTransforms[i].GetVertices();
|
||||
float skew = SkewCharX(i, skewFactor, skewTop);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skews a span of characters uniformly (like normal skew works in graphic applications)
|
||||
/// </summary>
|
||||
/// <param name="fromCharIndex">First char index of the span to skew</param>
|
||||
/// <param name="toCharIndex">Last char index of the span to skew</param>
|
||||
/// <param name="skewFactor">Skew factor</param>
|
||||
/// <param name="mode">Skew mode</param>
|
||||
/// <param name="skewRight">If TRUE skews the right side of the span, otherwise the left one</param>
|
||||
public void SkewSpanY(
|
||||
int fromCharIndex, int toCharIndex, float skewFactor,
|
||||
TMPSkewSpanMode mode = TMPSkewSpanMode.Default, bool skewRight = true
|
||||
){
|
||||
int firstVisibleCharIndex, lastVisibleCharIndex;
|
||||
if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;
|
||||
if (mode == TMPSkewSpanMode.AsMaxSkewFactor) {
|
||||
CharVertices firstVisibleCharVertices = _charTransforms[firstVisibleCharIndex].GetVertices();
|
||||
CharVertices lastVisibleCharVertices = _charTransforms[lastVisibleCharIndex].GetVertices();
|
||||
float spanW = Mathf.Abs(lastVisibleCharVertices.bottomRight.x - firstVisibleCharVertices.bottomLeft.x);
|
||||
float spanH = Mathf.Abs(lastVisibleCharVertices.topRight.y - lastVisibleCharVertices.bottomRight.y);
|
||||
float ratio = spanH / spanW;
|
||||
skewFactor *= ratio;
|
||||
}
|
||||
float offsetY = 0;
|
||||
CharVertices prevCharVertices = new CharVertices();
|
||||
float prevCharSkew = 0;
|
||||
if (skewRight) {
|
||||
for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {
|
||||
if (!_charTransforms[i].isVisible) continue;
|
||||
CharVertices v = _charTransforms[i].GetVertices();
|
||||
float skew = SkewCharY(i, skewFactor, skewRight);
|
||||
if (i > firstVisibleCharIndex) {
|
||||
float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||||
float charsDist = Mathf.Abs(v.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||||
offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;
|
||||
SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));
|
||||
}
|
||||
prevCharVertices = v;
|
||||
prevCharSkew = skew;
|
||||
}
|
||||
} else {
|
||||
for (int i = lastVisibleCharIndex; i > firstVisibleCharIndex - 1; --i) {
|
||||
if (!_charTransforms[i].isVisible) continue;
|
||||
CharVertices v = _charTransforms[i].GetVertices();
|
||||
float skew = SkewCharY(i, skewFactor, skewRight);
|
||||
if (i < lastVisibleCharIndex) {
|
||||
float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||||
float charsDist = Mathf.Abs(v.bottomRight.x - prevCharVertices.bottomLeft.x);
|
||||
offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;
|
||||
SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));
|
||||
}
|
||||
prevCharVertices = v;
|
||||
prevCharSkew = skew;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Char Getters
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current color of the given character, if it exists and is visible.
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
public Color GetCharColor(int charIndex)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return Color.white;
|
||||
return _charTransforms[charIndex].GetColor(textInfo.meshInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current offset of the given character, if it exists and is visible.
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
public Vector3 GetCharOffset(int charIndex)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||||
return _charTransforms[charIndex].offset;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current rotation of the given character, if it exists and is visible.
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
public Vector3 GetCharRotation(int charIndex)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||||
return _charTransforms[charIndex].rotation.eulerAngles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the current scale of the given character, if it exists and is visible.
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
public Vector3 GetCharScale(int charIndex)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||||
return _charTransforms[charIndex].scale;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Char Setters
|
||||
|
||||
/// <summary>
|
||||
/// Immediately sets the color of the given character.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="color">Color to set</param>
|
||||
public void SetCharColor(int charIndex, Color32 color)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.UpdateColor(target, color, textInfo.meshInfo);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately sets the offset of the given character.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="offset">Offset to set</param>
|
||||
public void SetCharOffset(int charIndex, Vector3 offset)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.UpdateGeometry(target, offset, c.rotation, c.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately sets the rotation of the given character.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="rotation">Rotation to set</param>
|
||||
public void SetCharRotation(int charIndex, Vector3 rotation)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.UpdateGeometry(target, c.offset, Quaternion.Euler(rotation), c.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately sets the scale of the given character.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="scale">Scale to set</param>
|
||||
public void SetCharScale(int charIndex, Vector3 scale)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.UpdateGeometry(target, c.offset, c.rotation, scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately shifts the vertices of the given character by the given factor.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="topLeftShift">Top left offset</param>
|
||||
/// <param name="topRightShift">Top right offset</param>
|
||||
/// <param name="bottomLeftShift">Bottom left offset</param>
|
||||
/// <param name="bottomRightShift">Bottom right offset</param>
|
||||
public void ShiftCharVertices(int charIndex, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.ShiftVertices(target, topLeftShift, topRightShift, bottomLeftShift, bottomRightShift);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skews the given character horizontally along the X axis and returns the skew amount applied (based on the character's size)
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="skewFactor">skew amount</param>
|
||||
/// <param name="skewTop">If TRUE skews the top side of the character, otherwise the bottom one</param>
|
||||
public float SkewCharX(int charIndex, float skewFactor, bool skewTop = true)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return 0;
|
||||
Vector3 skewV = new Vector3(skewFactor, 0, 0);
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
if (skewTop) c.ShiftVertices(target, skewV, skewV, Vector3.zero, Vector3.zero);
|
||||
else c.ShiftVertices(target, Vector3.zero, Vector3.zero, skewV, skewV);
|
||||
_charTransforms[charIndex] = c;
|
||||
return skewFactor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skews the given character vertically along the Y axis and returns the skew amount applied (based on the character's size)
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
/// <param name="skewFactor">skew amount</param>
|
||||
/// <param name="skewRight">If TRUE skews the right side of the character, otherwise the left one</param>
|
||||
/// <param name="fixedSkew">If TRUE applies exactly the given <see cref="skewFactor"/>,
|
||||
/// otherwise modifies it based on the aspectRation of the character</param>
|
||||
public float SkewCharY(int charIndex, float skewFactor, bool skewRight = true, bool fixedSkew = false)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return 0;
|
||||
float skew = fixedSkew ? skewFactor : skewFactor * textInfo.characterInfo[charIndex].aspectRatio;
|
||||
Vector3 skewV = new Vector3(0, skew, 0);
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
if (skewRight) c.ShiftVertices(target, Vector3.zero, skewV, Vector3.zero, skewV);
|
||||
else c.ShiftVertices(target, skewV, Vector3.zero, skewV, Vector3.zero);
|
||||
_charTransforms[charIndex] = c;
|
||||
return skew;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the eventual vertices shift applied to the given character via <see cref="ShiftCharVertices"/>.
|
||||
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||||
/// </summary>
|
||||
/// <param name="charIndex">Character index</param>
|
||||
public void ResetVerticesShift(int charIndex)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return;
|
||||
CharTransform c = _charTransforms[charIndex];
|
||||
c.ResetVerticesShift(target);
|
||||
_charTransforms[charIndex] = c;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Char Tweens
|
||||
|
||||
/// <summary>Tweens a character's alpha to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public TweenerCore<Color, Color, ColorOptions> DOFadeChar(int charIndex, float endValue, float duration)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {
|
||||
_charTransforms[charIndex].UpdateAlpha(target, x, textInfo.meshInfo);
|
||||
}, endValue, duration);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public TweenerCore<Color, Color, ColorOptions> DOColorChar(int charIndex, Color endValue, float duration)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {
|
||||
_charTransforms[charIndex].UpdateColor(target, x, textInfo.meshInfo);
|
||||
}, endValue, duration);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a character's offset to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public TweenerCore<Vector3, Vector3, VectorOptions> DOOffsetChar(int charIndex, Vector3 endValue, float duration)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].offset, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, endValue, duration);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a character's rotation to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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 TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotateChar(int charIndex, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => _charTransforms[charIndex].rotation, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, x, charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, endValue, duration);
|
||||
t.plugOptions.rotateMode = mode;
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a character's scale to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, float endValue, float duration)
|
||||
{
|
||||
return DOScaleChar(charIndex, new Vector3(endValue, endValue, endValue), duration);
|
||||
}
|
||||
/// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.
|
||||
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, Vector3 endValue, float duration)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].scale, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, endValue, duration);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Punches a character's offset towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="punch">The punch strength</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch offset and the opposite offset,
|
||||
/// while 0 oscillates only between the punch offset and the start offset</param>
|
||||
public Tweener DOPunchCharOffset(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Punch(() => _charTransforms[charIndex].offset, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, punch, duration, vibrato, elasticity);
|
||||
}
|
||||
|
||||
/// <summary>Punches a character's rotation towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="punch">The punch strength</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch rotation and the opposite rotation,
|
||||
/// while 0 oscillates only between the punch rotation and the start rotation</param>
|
||||
public Tweener DOPunchCharRotation(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Punch(() => _charTransforms[charIndex].rotation.eulerAngles, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, punch, duration, vibrato, elasticity);
|
||||
}
|
||||
|
||||
/// <summary>Punches a character's scale towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="punch">The punch strength (added to the character's current scale)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch scale and the opposite scale,
|
||||
/// while 0 oscillates only between the punch scale and the start scale</param>
|
||||
public Tweener DOPunchCharScale(int charIndex, float punch, float duration, int vibrato = 10, float elasticity = 1)
|
||||
{
|
||||
return DOPunchCharScale(charIndex, new Vector3(punch, punch, punch), duration, vibrato, elasticity);
|
||||
}
|
||||
/// <summary>Punches a character's scale towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <param name="punch">The punch strength (added to the character's current scale)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch scale and the opposite scale,
|
||||
/// while 0 oscillates only between the punch scale and the start scale</param>
|
||||
public Tweener DOPunchCharScale(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Punch(() => _charTransforms[charIndex].scale, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, punch, duration, vibrato, elasticity);
|
||||
}
|
||||
|
||||
/// <summary>Shakes a character's offset with the given values.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public Tweener DOShakeCharOffset(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOShakeCharOffset(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);
|
||||
}
|
||||
/// <summary>Shakes a character's offset with the given values.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public Tweener DOShakeCharOffset(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Shake(() => _charTransforms[charIndex].offset, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, duration, strength, vibrato, randomness, fadeOut);
|
||||
}
|
||||
|
||||
/// <summary>Shakes a character's rotation with the given values.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public Tweener DOShakeCharRotation(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Shake(() => _charTransforms[charIndex].rotation.eulerAngles, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, duration, strength, vibrato, randomness, fadeOut);
|
||||
}
|
||||
|
||||
/// <summary>Shakes a character's scale with the given values.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public Tweener DOShakeCharScale(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
return DOShakeCharScale(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);
|
||||
}
|
||||
/// <summary>Shakes a character's scale with the given values.</summary>
|
||||
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||||
/// <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="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public Tweener DOShakeCharScale(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||||
{
|
||||
if (!ValidateChar(charIndex)) return null;
|
||||
if (duration <= 0) {
|
||||
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||||
return null;
|
||||
}
|
||||
return DOTween.Shake(() => _charTransforms[charIndex].scale, x => {
|
||||
CharTransform charT = _charTransforms[charIndex];
|
||||
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||||
_charTransforms[charIndex] = charT;
|
||||
}, duration, strength, vibrato, randomness, fadeOut);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
struct CharVertices
|
||||
{
|
||||
public Vector3 bottomLeft, topLeft, topRight, bottomRight;
|
||||
|
||||
public CharVertices(Vector3 bottomLeft, Vector3 topLeft, Vector3 topRight, Vector3 bottomRight)
|
||||
{
|
||||
this.bottomLeft = bottomLeft;
|
||||
this.topLeft = topLeft;
|
||||
this.topRight = topRight;
|
||||
this.bottomRight = bottomRight;
|
||||
}
|
||||
}
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
// Vertices of each character are:
|
||||
// 0 : bottom left, 1 : top left, 2 : top right, 3 : bottom right
|
||||
struct CharTransform
|
||||
{
|
||||
public int charIndex;
|
||||
public bool isVisible { get; private set; } // FALSE both if it's invisible or if it's a space
|
||||
public Vector3 offset;
|
||||
public Quaternion rotation;
|
||||
public Vector3 scale;
|
||||
Vector3 _topLeftShift, _topRightShift, _bottomLeftShift, _bottomRightShift;
|
||||
Vector3 _charMidBaselineOffset;
|
||||
int _matIndex, _firstVertexIndex;
|
||||
TMP_MeshInfo _meshInfo;
|
||||
|
||||
public CharTransform(int charIndex, TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos) : this()
|
||||
{
|
||||
this.charIndex = charIndex;
|
||||
offset = Vector3.zero;
|
||||
rotation = Quaternion.identity;
|
||||
scale = Vector3.one;
|
||||
Refresh(textInfo, cachedMeshInfos);
|
||||
}
|
||||
|
||||
public void Refresh(TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos)
|
||||
{
|
||||
TMP_CharacterInfo charInfo = textInfo.characterInfo[charIndex];
|
||||
bool isSpaceChar = charInfo.character == ' ';
|
||||
isVisible = charInfo.isVisible && !isSpaceChar;
|
||||
_matIndex = charInfo.materialReferenceIndex;
|
||||
_firstVertexIndex = charInfo.vertexIndex;
|
||||
_meshInfo = textInfo.meshInfo[_matIndex];
|
||||
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||||
_charMidBaselineOffset = isSpaceChar
|
||||
? Vector3.zero
|
||||
: (cachedVertices[_firstVertexIndex] + cachedVertices[_firstVertexIndex + 2]) * 0.5f;
|
||||
}
|
||||
|
||||
public void ResetAll(TMP_Text target, TMP_MeshInfo[] meshInfos, TMP_MeshInfo[] cachedMeshInfos)
|
||||
{
|
||||
ResetGeometry(target, cachedMeshInfos);
|
||||
ResetColors(target, meshInfos);
|
||||
}
|
||||
|
||||
public void ResetTransformationData()
|
||||
{
|
||||
offset = Vector3.zero;
|
||||
rotation = Quaternion.identity;
|
||||
scale = Vector3.one;
|
||||
_topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;
|
||||
}
|
||||
|
||||
public void ResetGeometry(TMP_Text target, TMP_MeshInfo[] cachedMeshInfos)
|
||||
{
|
||||
ResetTransformationData();
|
||||
Vector3[] destinationVertices = _meshInfo.vertices;
|
||||
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||||
destinationVertices[_firstVertexIndex + 0] = cachedVertices[_firstVertexIndex + 0];
|
||||
destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1];
|
||||
destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2];
|
||||
destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3];
|
||||
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||||
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||||
}
|
||||
|
||||
public void ResetColors(TMP_Text target, TMP_MeshInfo[] meshInfos)
|
||||
{
|
||||
Color color = target.color;
|
||||
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||||
vertexCols[_firstVertexIndex] = color;
|
||||
vertexCols[_firstVertexIndex + 1] = color;
|
||||
vertexCols[_firstVertexIndex + 2] = color;
|
||||
vertexCols[_firstVertexIndex + 3] = color;
|
||||
target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||||
}
|
||||
|
||||
public Color32 GetColor(TMP_MeshInfo[] meshInfos)
|
||||
{
|
||||
return meshInfos[_matIndex].colors32[_firstVertexIndex];
|
||||
}
|
||||
|
||||
public CharVertices GetVertices()
|
||||
{
|
||||
return new CharVertices(
|
||||
_meshInfo.vertices[_firstVertexIndex], _meshInfo.vertices[_firstVertexIndex + 1],
|
||||
_meshInfo.vertices[_firstVertexIndex + 2], _meshInfo.vertices[_firstVertexIndex + 3]
|
||||
);
|
||||
}
|
||||
|
||||
public void UpdateAlpha(TMP_Text target, Color alphaColor, TMP_MeshInfo[] meshInfos, bool apply = true)
|
||||
{
|
||||
byte alphaByte = (byte)(alphaColor.a * 255);
|
||||
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||||
vertexCols[_firstVertexIndex].a = alphaByte;
|
||||
vertexCols[_firstVertexIndex + 1].a = alphaByte;
|
||||
vertexCols[_firstVertexIndex + 2].a = alphaByte;
|
||||
vertexCols[_firstVertexIndex + 3].a = alphaByte;
|
||||
if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||||
}
|
||||
|
||||
public void UpdateColor(TMP_Text target, Color32 color, TMP_MeshInfo[] meshInfos, bool apply = true)
|
||||
{
|
||||
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||||
vertexCols[_firstVertexIndex] = color;
|
||||
vertexCols[_firstVertexIndex + 1] = color;
|
||||
vertexCols[_firstVertexIndex + 2] = color;
|
||||
vertexCols[_firstVertexIndex + 3] = color;
|
||||
if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||||
}
|
||||
|
||||
public void UpdateGeometry(TMP_Text target, Vector3 offset, Quaternion rotation, Vector3 scale, TMP_MeshInfo[] cachedMeshInfos, bool apply = true)
|
||||
{
|
||||
this.offset = offset;
|
||||
this.rotation = rotation;
|
||||
this.scale = scale;
|
||||
|
||||
if (!apply) return;
|
||||
|
||||
Vector3[] destinationVertices = _meshInfo.vertices;
|
||||
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||||
destinationVertices[_firstVertexIndex] = cachedVertices[_firstVertexIndex + 0] - _charMidBaselineOffset;
|
||||
destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1] - _charMidBaselineOffset;
|
||||
destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2] - _charMidBaselineOffset;
|
||||
destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3] - _charMidBaselineOffset;
|
||||
Matrix4x4 matrix = Matrix4x4.TRS(this.offset, this.rotation, this.scale);
|
||||
destinationVertices[_firstVertexIndex]
|
||||
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 0]) + _charMidBaselineOffset + _bottomLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 1]
|
||||
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 1]) + _charMidBaselineOffset + _topLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 2]
|
||||
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 2]) + _charMidBaselineOffset + _topRightShift;
|
||||
destinationVertices[_firstVertexIndex + 3]
|
||||
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 3]) + _charMidBaselineOffset + _bottomRightShift;
|
||||
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||||
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||||
}
|
||||
|
||||
public void ShiftVertices(TMP_Text target, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)
|
||||
{
|
||||
_topLeftShift += topLeftShift;
|
||||
_topRightShift += topRightShift;
|
||||
_bottomLeftShift += bottomLeftShift;
|
||||
_bottomRightShift += bottomRightShift;
|
||||
Vector3[] destinationVertices = _meshInfo.vertices;
|
||||
destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] + _bottomLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] + _topLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] + _topRightShift;
|
||||
destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] + _bottomRightShift;
|
||||
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||||
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||||
}
|
||||
|
||||
public void ResetVerticesShift(TMP_Text target)
|
||||
{
|
||||
Vector3[] destinationVertices = _meshInfo.vertices;
|
||||
destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] - _bottomLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] - _topLeftShift;
|
||||
destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] - _topRightShift;
|
||||
destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] - _bottomRightShift;
|
||||
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||||
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||||
_topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8fb0d65aa5b048649a3a785b82b8f8db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -98,6 +98,7 @@ namespace DG.Tweening
|
|||
: 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;
|
||||
}
|
||||
|
||||
|
@ -219,6 +220,7 @@ namespace DG.Tweening
|
|||
: 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;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,11 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b590cd7c24ffa5d4faa5b6fa993cccad
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -67,7 +67,7 @@ namespace DG.DOTweenEditor
|
|||
typeof(SpriteRenderer),
|
||||
#endif
|
||||
#if true // UI_MARKER
|
||||
typeof(Image), typeof(Text), typeof(RawImage),
|
||||
typeof(Image), typeof(Text), typeof(RawImage), typeof(Graphic),
|
||||
#endif
|
||||
typeof(Renderer),
|
||||
}},
|
||||
|
@ -77,7 +77,7 @@ namespace DG.DOTweenEditor
|
|||
typeof(SpriteRenderer),
|
||||
#endif
|
||||
#if true // UI_MARKER
|
||||
typeof(Image), typeof(Text), typeof(CanvasGroup), typeof(RawImage),
|
||||
typeof(Image), typeof(Text), typeof(CanvasGroup), typeof(RawImage), typeof(Graphic),
|
||||
#endif
|
||||
typeof(Renderer),
|
||||
}},
|
||||
|
@ -336,7 +336,10 @@ namespace DG.DOTweenEditor
|
|||
// _src.animationType = (DOTweenAnimation.AnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton);
|
||||
GUI.enabled = GUI.enabled && _src.isActive;
|
||||
_src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]);
|
||||
_src.autoGenerate = DeGUILayout.ToggleButton(_src.autoGenerate, new GUIContent("AutoGenerate", "If selected, the tween will be generated at startup (during Start for RectTransform position tween, Awake for all the others)"));
|
||||
if (_src.autoGenerate) {
|
||||
_src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically"));
|
||||
}
|
||||
_src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable"));
|
||||
GUILayout.EndHorizontal();
|
||||
if (prevAnimType != _src.animationType) {
|
||||
|
@ -381,6 +384,7 @@ namespace DG.DOTweenEditor
|
|||
_src.optionalInt0 = 10;
|
||||
_src.optionalFloat0 = 90;
|
||||
_src.optionalBool0 = false;
|
||||
_src.optionalBool1 = true;
|
||||
break;
|
||||
case DOTweenAnimation.AnimationType.CameraAspect:
|
||||
case DOTweenAnimation.AnimationType.CameraFieldOfView:
|
||||
|
@ -463,7 +467,7 @@ namespace DG.DOTweenEditor
|
|||
_src.delay = EditorGUILayout.FloatField("Delay", _src.delay);
|
||||
if (_src.delay < 0) _src.delay = 0;
|
||||
_src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate);
|
||||
_src.easeType = EditorGUIUtils.FilteredEasePopup(_src.easeType);
|
||||
_src.easeType = EditorGUIUtils.FilteredEasePopup("Ease", _src.easeType);
|
||||
if (_src.easeType == Ease.INTERNAL_Custom) {
|
||||
_src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve);
|
||||
}
|
||||
|
@ -533,6 +537,7 @@ namespace DG.DOTweenEditor
|
|||
canBeRelative = false;
|
||||
_src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50);
|
||||
_src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90);
|
||||
_src.optionalBool1 = EditorGUILayout.Toggle(new GUIContent(" FadeOut", "If selected the shake will fade out, otherwise it will constantly play with full force"), _src.optionalBool1);
|
||||
if (_src.animationType == DOTweenAnimation.AnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
|
||||
break;
|
||||
case DOTweenAnimation.AnimationType.CameraAspect:
|
||||
|
|
|
@ -1,11 +1,8 @@
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@ -0,0 +1,82 @@
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@ -9,9 +9,10 @@ Material:
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@ -76,5 +77,5 @@ Material:
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@ -121,7 +121,7 @@ MonoBehaviour:
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@ -133,15 +133,15 @@ MonoBehaviour:
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log:
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slope: {r: 0.91053843, g: 0.9263453, b: 1, a: 0}
|
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power: {r: 0.8758687, g: 0.9337855, b: 1, a: 0}
|
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offset: {r: 0.91736645, g: 0.9869679, b: 1, a: 0}
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linear:
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lift: {r: 0, g: 0, b: 0, a: 0}
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gamma: {r: 0, g: 0, b: 0, a: 0}
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gain: {r: 0, g: 0, b: 0, a: 0}
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lift: {r: 1, g: 1, b: 1, a: 0}
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master:
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curve:
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@ -318,7 +318,7 @@ MonoBehaviour:
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size: 1
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@ -0,0 +1,142 @@
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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)
|
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{
|
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return DOTween.Kill(target, complete);
|
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}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
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{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
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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)
|
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{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
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{
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public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
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{
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var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
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tweener.SetOptions(true).SetTarget(target);
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return tweener;
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public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
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{
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tweener.SetOptions(false).SetTarget(target);
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tweener.SetOptions(false).SetTarget(target);
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return tweener;
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public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
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{
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return DOTween.Kill(target, complete);
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public static int DOKill(this Outliner target, bool complete = false)
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{
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return DOTween.Kill(target, complete);
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}
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public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
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{
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tweener.SetOptions(true).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
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{
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var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
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tweener.SetOptions(false).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
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{
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var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
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tweener.SetOptions(snapping).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
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{
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var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
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tweener.SetOptions(snapping).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
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{
|
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var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
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tweener.SetOptions(snapping).SetTarget(target);
|
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return tweener;
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}
|
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public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
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{
|
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var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
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tweener.SetOptions(snapping).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
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tweener.SetOptions(snapping).SetTarget(target);
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return tweener;
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}
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public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
|
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{
|
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var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
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tweener.SetOptions(snapping).SetTarget(target);
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return tweener;
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}
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}
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//
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// License Copyright (c) Daniele Giardini.
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manualCellSize: 0
|
||||
cellSize: 0.16666667
|
||||
manualTileSize: 0
|
||||
tileSize: 256
|
||||
accuratePlacement: 0
|
||||
maxJobWorkers: 0
|
||||
preserveTilesOutsideBounds: 0
|
||||
debug:
|
||||
m_Flags: 0
|
||||
m_NavMeshData: {fileID: 0}
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 63a9fcbdb179bd04cb2bf4c28e69c524
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5642be0605a7d4c4699bd28d3f564520
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,86 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
|
||||
{
|
||||
// [SerializeField] private bool _isLoadNotDestory = true;
|
||||
|
||||
private static T instance;
|
||||
private static object locker = new object();
|
||||
|
||||
|
||||
|
||||
public static T Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
lock (locker)
|
||||
{
|
||||
T[] instances = FindObjectsOfType<T>();
|
||||
if (FindObjectsOfType<T>().Length >= 1)
|
||||
{
|
||||
instance = instances[0];
|
||||
for (int i = 1; i < instances.Length; i++)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
Debug.LogError($"{typeof(T)} 不应该存在多个单例!{instances[i].name}");
|
||||
#endif
|
||||
Destroy(instances[i]);
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
if (instance == null && Application.isPlaying)
|
||||
{
|
||||
var singleton = new GameObject();
|
||||
instance = singleton.AddComponent<T>();
|
||||
singleton.name = "(singleton)_" + typeof(T);
|
||||
}
|
||||
else
|
||||
{
|
||||
// DontDestroyOnLoad(instance.gameObject);
|
||||
}
|
||||
}
|
||||
// instance.hideFlags = HideFlags.None;
|
||||
}
|
||||
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
|
||||
// public static bool IsInitialized
|
||||
// {
|
||||
// get
|
||||
// {
|
||||
// return instance != null;
|
||||
// }
|
||||
// }
|
||||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
// if (_isLoadNotDestory)
|
||||
// {
|
||||
// DontDestroyOnLoad(this);
|
||||
// }
|
||||
// if (instance != null)
|
||||
// {
|
||||
// Debug.LogErrorFormat("Trying to instantiate a second instance of singleton class {0}", GetType().Name);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// instance = (T)this;
|
||||
// }
|
||||
}
|
||||
|
||||
// public virtual void OnDestroy()
|
||||
// {
|
||||
// if (instance == this)
|
||||
// {
|
||||
// instance = null;
|
||||
// }
|
||||
// }
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 940d26f8b14309d4196d0b4b9adb88f6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 351698f4b841690479b9d88c8dd264e5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,102 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DG.Tweening;
|
||||
|
||||
public class CameraMgr : MonoSingleton<CameraMgr>
|
||||
{
|
||||
CameraRT camera_Rt;
|
||||
|
||||
Vector3 originPos;
|
||||
Vector3 originRot;
|
||||
|
||||
// [Header("业务视角点")]
|
||||
public List<Transform> logicViewList = new List<Transform>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
camera_Rt = GetComponent<CameraRT>();
|
||||
}
|
||||
|
||||
public void SetOrigin()
|
||||
{
|
||||
originPos = Camera.main.transform.position;
|
||||
originRot = Camera.main.transform.localEulerAngles;
|
||||
}
|
||||
|
||||
public void GotoView(string viewName)
|
||||
{
|
||||
Transform viewTarget = logicViewList.Find(x => x.name == viewName);
|
||||
camera_Rt.SetTarget(viewTarget);
|
||||
}
|
||||
|
||||
|
||||
public void GotoView(string viewName, float _distance)
|
||||
{
|
||||
Transform viewTarget = logicViewList.Find(x => x.name == viewName);
|
||||
|
||||
camera_Rt.SetTarget(viewTarget, _distance);
|
||||
|
||||
}
|
||||
|
||||
public void GotoView(Transform viewTarget, float _distance)
|
||||
{
|
||||
camera_Rt.SetTarget(viewTarget, _distance);
|
||||
}
|
||||
public void GotoView(Vector3 viewTarget, float _distance)
|
||||
{
|
||||
camera_Rt.SetTarget(viewTarget, _distance);
|
||||
}
|
||||
|
||||
public void ReturnToMain()
|
||||
{
|
||||
Camera.main.transform.DORotate(originRot, 1);
|
||||
|
||||
Camera.main.transform.DOMove(originPos, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region 自动切换预设视角
|
||||
//[Header("漫游视角自动切换")]
|
||||
//public bool autoChangeView = false;
|
||||
|
||||
//public float changeViewTimer;
|
||||
|
||||
//public List<Transform> autoChangeViewList;
|
||||
|
||||
//int index = 0;
|
||||
//void ChangeView()
|
||||
//{
|
||||
// if (!autoChangeView)
|
||||
// return;
|
||||
|
||||
|
||||
// if (index > autoChangeViewList.Count - 1)
|
||||
// {
|
||||
// index = 0;
|
||||
|
||||
// ReturnToMain();
|
||||
// return;
|
||||
// }
|
||||
|
||||
// Camera.main.transform.position = autoChangeViewList[index].position;
|
||||
// Camera.main.transform.localEulerAngles = autoChangeViewList[index].localEulerAngles;
|
||||
|
||||
// index++;
|
||||
//}
|
||||
|
||||
//public void AutoChangeView_Open()
|
||||
//{
|
||||
// autoChangeView = true;
|
||||
// CancelInvoke("ChangeView");
|
||||
// InvokeRepeating("ChangeView", 15, 15);
|
||||
//}
|
||||
|
||||
//public void AutoChangeView_Close()
|
||||
//{
|
||||
// autoChangeView = false;
|
||||
//}
|
||||
|
||||
#endregion
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3eb4821edfbe33540a04ab32d1cf7212
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,411 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using DG.Tweening;
|
||||
using System;
|
||||
using static WebInteraction;
|
||||
|
||||
/// <summary>
|
||||
/// 相机控制
|
||||
/// </summary>
|
||||
|
||||
public class CameraRT : MonoBehaviour
|
||||
{
|
||||
public Camera cam;
|
||||
|
||||
[Header("目标物体")]
|
||||
Transform target;
|
||||
|
||||
[Header("旋转角度")]
|
||||
public float x = 0f;
|
||||
public float y = 0f;
|
||||
public float z = 0f;
|
||||
|
||||
[Header("移动、旋转、缩放速度值")]
|
||||
public float xSpeed_move = 600;
|
||||
public float ySpeed_move = 600;
|
||||
public float xSpeed_rotate = 2;
|
||||
public float ySpeed_rotate = 2;
|
||||
public float mSpeed_scale = 150;
|
||||
|
||||
[Header("y轴角度限制")]
|
||||
public float yMinLimit = 2;
|
||||
public float yMaxLimit = 90;
|
||||
|
||||
[Header("x轴角度限制")]
|
||||
public float leftMax = -365;
|
||||
public float rightMax = 365;
|
||||
|
||||
[Header("距离限制")]
|
||||
public float distance = 400;
|
||||
public float minDistance = 10f;
|
||||
public float maxDistance = 400f;
|
||||
|
||||
[Header("阻尼设置")]
|
||||
public bool needDamping = true;
|
||||
public float damping = 6f;
|
||||
|
||||
[Header("相机活动范围")]
|
||||
public bool isRangeClamped;
|
||||
public float xMinValue = -100f;
|
||||
public float xMaxValue = 100f;
|
||||
public float zMinValue = -100f;
|
||||
public float zMaxValue = 100f;
|
||||
|
||||
[Header("自动旋转")]
|
||||
public bool autoRotate;
|
||||
public float rotateTimer = 15;
|
||||
public float rotateSpeed = 5;
|
||||
|
||||
float rotateTimer_temp;
|
||||
bool isAutoRotating = false;
|
||||
|
||||
|
||||
//动态调节相机缩放的灵敏度
|
||||
float tempSpeed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
BoolMonitor.ValueChanged += BoolMonitor_ValueChanged;
|
||||
}
|
||||
|
||||
private static void BoolMonitor_ValueChanged(object sender, EventArgs e)
|
||||
{
|
||||
//Debug.Log("当前是否不动" + BoolMonitor.Value);
|
||||
if (!BoolMonitor.Value)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(WebInteraction.Inst.current_videoNumber) && WebInteraction.Inst.isVideoPlay)
|
||||
{
|
||||
WebInteraction.Inst.CloseVideo(WebInteraction.Inst.current_videoNumber);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (cam == null)
|
||||
{
|
||||
cam = Camera.main;
|
||||
}
|
||||
|
||||
cameraTransform = cam.transform;
|
||||
|
||||
// 初始化上一帧的位置和旋转
|
||||
lastPosition = cameraTransform.position;
|
||||
lastRotation = cameraTransform.rotation;
|
||||
|
||||
target = transform.GetChild(0);
|
||||
target.gameObject.AddComponent<CameraTargetFollowCam>();
|
||||
|
||||
target_init_position = target.position;
|
||||
//target_init_rotation = target.rotation;
|
||||
target_init_eulerAngles = target.eulerAngles;
|
||||
|
||||
camera_init_position = cam.transform.position;
|
||||
//camera_init_rotation = cam.transform.rotation;
|
||||
camera_init_eulerAngles = cam.transform.eulerAngles;
|
||||
|
||||
init_x = x = cam.transform.localEulerAngles.y;
|
||||
init_y = y = cam.transform.localEulerAngles.x;
|
||||
|
||||
tempSpeed = xSpeed_move;
|
||||
rotateTimer_temp = rotateTimer;
|
||||
}
|
||||
|
||||
Vector3 target_init_position;
|
||||
//Quaternion target_init_rotation;
|
||||
Vector3 target_init_eulerAngles;
|
||||
Vector3 camera_init_position;
|
||||
//Quaternion camera_init_rotation;
|
||||
Vector3 camera_init_eulerAngles;
|
||||
float init_x;
|
||||
float init_y;
|
||||
bool auto_move;
|
||||
|
||||
/// <summary>
|
||||
/// 全景视角
|
||||
/// </summary>
|
||||
public void InitPanoramic()
|
||||
{
|
||||
auto_move = true;
|
||||
//target.position = target_init_position;
|
||||
//target.rotation = target_init_rotation;
|
||||
|
||||
//cam.transform.position = camera_init_position;
|
||||
//cam.transform.rotation = camera_init_rotation;
|
||||
|
||||
//x = cam.transform.localEulerAngles.y;
|
||||
//y = cam.transform.localEulerAngles.x;
|
||||
|
||||
Array.ForEach(GameObject.FindObjectsOfType<ClickEvent>(), itme =>
|
||||
{
|
||||
itme.My_magnifyState = false;
|
||||
});
|
||||
//Array.ForEach(GameObject.FindObjectsOfType<TransparentGlow>(), itme =>
|
||||
//{
|
||||
// itme.F2();
|
||||
//});
|
||||
PatternChoose.Inst.transform.Find("设备类/设备配置").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("设备类/设备新增").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("端口类/端口配置").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("端口类/端口新增").gameObject.SetActive(false);
|
||||
GameManager.Inst.magnifyState = false;
|
||||
|
||||
distance = 20;
|
||||
|
||||
DOTween.To(() => x, (v) => x = v, init_x, 0.5f);
|
||||
DOTween.To(() => y, (v) => y = v, init_y, 0.5f);
|
||||
|
||||
DOTween.To(() => cam.transform.position, (v) => cam.transform.position = v, camera_init_position, 0.5f);
|
||||
DOTween.To(() => cam.transform.eulerAngles, v => cam.transform.eulerAngles = v, camera_init_eulerAngles, 0.5f);
|
||||
|
||||
DOTween.To(() => target.position, v => target.position = v, target_init_position, 0.5f);
|
||||
DOTween.To(() => target.eulerAngles, v => target.eulerAngles = v, target_init_eulerAngles, 0.5f).OnComplete(() => { auto_move = false; });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 鸟瞰视角
|
||||
/// </summary>
|
||||
public void InitBirds_Eye()
|
||||
{
|
||||
auto_move = true;
|
||||
|
||||
Array.ForEach(GameObject.FindObjectsOfType<ClickEvent>(), itme =>
|
||||
{
|
||||
itme.My_magnifyState = false;
|
||||
});
|
||||
PatternChoose.Inst.transform.Find("设备类/设备配置").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("设备类/设备新增").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("端口类/端口配置").gameObject.SetActive(false);
|
||||
PatternChoose.Inst.transform.Find("端口类/端口新增").gameObject.SetActive(false);
|
||||
GameManager.Inst.magnifyState = true;
|
||||
|
||||
distance = 10;
|
||||
|
||||
DOTween.To(() => x, (v) => x = v, 110, 0.5f);
|
||||
DOTween.To(() => y, (v) => y = v, 15, 0.5f);
|
||||
|
||||
DOTween.To(() => cam.transform.position, (v) => cam.transform.position = v, new Vector3(1, 2.8f, -7.5f), 0.5f);
|
||||
DOTween.To(() => cam.transform.eulerAngles, v => cam.transform.eulerAngles = v, new Vector3(15, 110, 0), 0.5f);
|
||||
|
||||
DOTween.To(() => target.position, v => target.position = v, new Vector3(10.2f, 0.2f, -11), 0.5f);
|
||||
DOTween.To(() => target.eulerAngles, v => target.eulerAngles = v, new Vector3(0, 110, 0), 0.5f).OnComplete(() => { auto_move = false; });
|
||||
}
|
||||
|
||||
public void SetTarget(Transform _target)
|
||||
{
|
||||
target.position = _target.position;
|
||||
distance = _target.localScale.x;
|
||||
|
||||
y = _target.eulerAngles.x;
|
||||
x = _target.eulerAngles.y;
|
||||
}
|
||||
|
||||
|
||||
public void SetTarget(Transform _target, float _distance)
|
||||
{
|
||||
target.position = _target.position;
|
||||
distance = _distance;
|
||||
|
||||
y = _target.eulerAngles.x;
|
||||
x = _target.eulerAngles.y;
|
||||
}
|
||||
|
||||
public void SetTarget(Vector3 _target, float _distance)
|
||||
{
|
||||
target.position = _target;
|
||||
distance = _distance;
|
||||
|
||||
//y = _target.eulerAngles.x;
|
||||
//x = _target.eulerAngles.y;
|
||||
}
|
||||
|
||||
Vector3 oldMousePos;
|
||||
void Update()
|
||||
{
|
||||
BoolMonitor.Value = ismove();
|
||||
|
||||
if (auto_move)
|
||||
return;
|
||||
if (!autoRotate)
|
||||
return;
|
||||
|
||||
if (oldMousePos != Input.mousePosition || Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2))
|
||||
{
|
||||
rotateTimer = rotateTimer_temp;
|
||||
if (isAutoRotating)
|
||||
{
|
||||
x = cam.transform.eulerAngles.y;
|
||||
y = cam.transform.eulerAngles.x;
|
||||
}
|
||||
|
||||
}
|
||||
oldMousePos = Input.mousePosition;
|
||||
|
||||
|
||||
if (rotateTimer <= 0)
|
||||
{
|
||||
isAutoRotating = true;
|
||||
//cam.transform.LookAt(target);
|
||||
//cam.transform.RotateAround(target.position, Vector3.up, -Time.deltaTime * rotateSpeed);
|
||||
rotateTimer = rotateTimer_temp;
|
||||
}
|
||||
else
|
||||
{
|
||||
rotateTimer -= Time.deltaTime;
|
||||
isAutoRotating = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (auto_move)
|
||||
return;
|
||||
if (isAutoRotating)
|
||||
return;
|
||||
|
||||
if (target)
|
||||
{
|
||||
Scroll();
|
||||
Move();
|
||||
Rotate();
|
||||
|
||||
Quaternion rotation = Quaternion.Euler(y, x, z);
|
||||
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
|
||||
Vector3 position = rotation * disVector + target.position;
|
||||
|
||||
// 阻尼感
|
||||
if (needDamping)
|
||||
{
|
||||
cam.transform.rotation = Quaternion.Lerp(cam.transform.rotation, rotation, Time.deltaTime * damping);
|
||||
cam.transform.position = Vector3.Lerp(cam.transform.position, position, Time.deltaTime * damping);
|
||||
}
|
||||
else
|
||||
{
|
||||
cam.transform.rotation = rotation;
|
||||
cam.transform.position = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Transform cameraTransform;
|
||||
private Vector3 lastPosition;
|
||||
private Quaternion lastRotation;
|
||||
//检测相机是否移动
|
||||
public bool ismove()
|
||||
{
|
||||
// 检查当前帧的位置和旋转是否与上一帧不同
|
||||
if (cameraTransform.position != lastPosition || cameraTransform.rotation != lastRotation)
|
||||
{
|
||||
// 相机移动了,可以在这里执行相应的操作
|
||||
//Debug.Log("相机移动了"+ BoolMonitor.Value);
|
||||
|
||||
// 更新上一帧的位置和旋转
|
||||
lastPosition = cameraTransform.position;
|
||||
lastRotation = cameraTransform.rotation;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Move()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
return;
|
||||
|
||||
if (Input.GetMouseButton(2))
|
||||
{
|
||||
float h = Input.GetAxis("Mouse X") * Time.deltaTime * xSpeed_move;
|
||||
float v = Input.GetAxis("Mouse Y") * Time.deltaTime * ySpeed_move;
|
||||
|
||||
target.Translate(-h, 0, -v);
|
||||
|
||||
|
||||
if (!isRangeClamped)
|
||||
return;
|
||||
float targetX = target.position.x;
|
||||
targetX = Mathf.Clamp(targetX, xMinValue, xMaxValue);
|
||||
float targetZ = target.position.z;
|
||||
targetZ = Mathf.Clamp(targetZ, zMinValue, zMaxValue);
|
||||
|
||||
target.position = new Vector3(targetX, target.position.y, targetZ);
|
||||
}
|
||||
}
|
||||
|
||||
void Rotate()
|
||||
{
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
|
||||
// 判断是否需要反向旋转
|
||||
if ((y > 90f && y < 270f) || (y < -90 && y > -270f))
|
||||
{
|
||||
x -= Input.GetAxis("Mouse X") * xSpeed_rotate;
|
||||
}
|
||||
else
|
||||
{
|
||||
x += Input.GetAxis("Mouse X") * xSpeed_rotate;
|
||||
}
|
||||
y -= Input.GetAxis("Mouse Y") * ySpeed_rotate;
|
||||
|
||||
x = ClampAngle(x, leftMax, rightMax);
|
||||
y = ClampAngle(y, yMinLimit, yMaxLimit);
|
||||
}
|
||||
}
|
||||
|
||||
void Scroll()
|
||||
{
|
||||
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed_scale;
|
||||
distance = Mathf.Clamp(distance, minDistance, maxDistance);
|
||||
|
||||
xSpeed_move = distance / maxDistance * tempSpeed;
|
||||
ySpeed_move = distance / maxDistance * tempSpeed;
|
||||
}
|
||||
|
||||
// 对数值进行限制
|
||||
float ClampAngle(float angle, float min, float max)
|
||||
{
|
||||
if (angle < -360)
|
||||
angle += 360;
|
||||
if (angle > 360)
|
||||
angle -= 360;
|
||||
return Mathf.Clamp(angle, min, max);
|
||||
}
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
//如果限制活动范围 将区域范围绘制出来
|
||||
if (isRangeClamped)
|
||||
{
|
||||
Handles.color = Color.cyan;
|
||||
Vector3[] points = new Vector3[8]
|
||||
{
|
||||
new Vector3(xMinValue, 0, zMinValue),
|
||||
new Vector3(xMaxValue, 0, zMinValue),
|
||||
new Vector3(xMaxValue, 0, zMaxValue),
|
||||
new Vector3(xMinValue, 0, zMaxValue),
|
||||
new Vector3(xMinValue, 0, zMinValue),
|
||||
new Vector3(xMaxValue, 0, zMinValue),
|
||||
new Vector3(xMaxValue, 0, zMaxValue),
|
||||
new Vector3(xMinValue, 0, zMaxValue)
|
||||
};
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int start = i % 4;
|
||||
int end = (i + 1) % 4;
|
||||
Handles.DrawLine(points[start], points[end]);
|
||||
Handles.DrawLine(points[start + 4], points[end + 4]);
|
||||
Handles.DrawLine(points[start], points[i + 4]);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b0b9e0f8345b2384394ba306242cd2a4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,11 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraTargetFollowCam : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
transform.localEulerAngles = new Vector3(0, Camera.main.transform.localEulerAngles.y, Camera.main.transform.localEulerAngles.z);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5dd7a8c053d2b724197101a3ce4d0f94
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,61 @@
|
|||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 面向相机
|
||||
/// </summary>
|
||||
public class Face2Camera : MonoBehaviour
|
||||
{
|
||||
//主相机
|
||||
public Camera mainCamera;
|
||||
//翻转背面
|
||||
public bool invertBack;
|
||||
//是否启用垂直方向上的朝向
|
||||
//设为false时 仅在水平方向上面向相机
|
||||
public bool isEnableVertical = true;
|
||||
//是否启用插值运算
|
||||
public bool isEnableLerp;
|
||||
//插值到目标值所需的时间 isEnableLerp为true时起作用
|
||||
[Range(0.01f, 1f), SerializeField] private float lerpTime = 1f;
|
||||
|
||||
public float _distance;//最大距离
|
||||
|
||||
Vector3 initScale;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (mainCamera == null)
|
||||
{
|
||||
mainCamera = Camera.main ?? FindObjectOfType<Camera>();
|
||||
}
|
||||
|
||||
initScale = transform.localScale;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (mainCamera == null)
|
||||
return;
|
||||
|
||||
Vector3 forward = (isEnableVertical
|
||||
? -mainCamera.transform.forward
|
||||
: Vector3.ProjectOnPlane((mainCamera.transform.position - transform.position).normalized, Vector3.up))
|
||||
* (invertBack ? 1 : -1);
|
||||
|
||||
transform.forward = !isEnableLerp ? forward
|
||||
: Vector3.Lerp(transform.forward, forward, 1f - Mathf.Exp(Mathf.Log(1f - .99f) / lerpTime * Time.deltaTime));
|
||||
|
||||
float distance = Vector3.Distance(Camera.main.transform.position, transform.position);//不断变化的距离
|
||||
float scale = distance / _distance;
|
||||
if (scale > 1f)
|
||||
scale = 1f;
|
||||
transform.localScale = initScale * scale;
|
||||
}
|
||||
|
||||
//public Face2Camera Set(Camera mainCamera, bool invertBack, bool isEnableVertical)
|
||||
//{
|
||||
// this.mainCamera = mainCamera;
|
||||
// this.invertBack = invertBack;
|
||||
// this.isEnableVertical = isEnableVertical;
|
||||
// return this;
|
||||
//}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ddfad4468ea99f145bc0b1cd5782d954
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ca8e16717c0394248b3589cd866cc7e5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
//============================================================
|
||||
//支持中文,文件使用UTF-8编码
|
||||
//@author YangHua
|
||||
//@create 20230531
|
||||
//@company Adam
|
||||
//
|
||||
//@description:
|
||||
//============================================================
|
||||
namespace Focus
|
||||
{
|
||||
public class ModelClick : MonoBehaviour
|
||||
{
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
CameraMgr.Instance.GotoView(transform, 10f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: eb2c3e0639c2b164d9cad2af0bb107ad
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,34 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
//============================================================
|
||||
//支持中文,文件使用UTF-8编码
|
||||
//@author #AUTHOR#
|
||||
//@create #CREATEDATE#
|
||||
//@company #COMPANY#
|
||||
//
|
||||
//@description:
|
||||
//============================================================
|
||||
|
||||
public enum Status
|
||||
{
|
||||
Normal,
|
||||
Warn,
|
||||
}
|
||||
|
||||
public class SwitchStatus : MonoBehaviour
|
||||
{
|
||||
public Status status = Status.Normal;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (status == Status.Warn)
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.yellow;
|
||||
}
|
||||
else
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.green;
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue