| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2018/07/13#if true // MODULE_MARKERusing System;using DG.Tweening.Core;using DG.Tweening.Core.Enums;using DG.Tweening.Plugins;using DG.Tweening.Plugins.Core.PathCore;using DG.Tweening.Plugins.Options;using UnityEngine;#pragma warning disable 1591namespace DG.Tweening{	public static class DOTweenModulePhysics    {        #region Shortcuts        #region Rigidbody        /// <summary>Tweens a Rigidbody's position to the given value.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a Rigidbody's X position to the given value.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a Rigidbody's Y position to the given value.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a Rigidbody's Z position to the given value.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);            t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a Rigidbody's rotation to the given value.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="mode">Rotation mode</param>        public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)        {            TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);            t.SetTarget(target);            t.plugOptions.rotateMode = mode;            return t;        }        /// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position.        /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>        /// <param name="axisConstraint">Eventual axis constraint for the rotation</param>        /// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>        public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)        {            TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);            t.plugOptions.axisConstraint = axisConstraint;            t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;            return t;        }        #region Special        /// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.        /// Returns a Sequence instead of a Tweener.        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param>        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>        /// <param name="numJumps">Total number of jumps</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)        {            if (numJumps < 1) numJumps = 1;            float startPosY = 0;            float offsetY = -1;            bool offsetYSet = false;            Sequence s = DOTween.Sequence();            Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))                .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()                .SetLoops(numJumps * 2, LoopType.Yoyo)                .OnStart(() => startPosY = target.position.y);            s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)                    .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)                ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)                    .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)                ).Join(yTween)                .SetTarget(target).SetEase(DOTween.defaultEaseType);            yTween.OnUpdate(() => {                if (!offsetYSet) {                    offsetYSet = true;                    offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;                }                Vector3 pos = target.position;                pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);                target.MovePosition(pos);            });            return s;        }        /// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.        /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).        /// If you plan to publish there you should use a regular transform.DOPath.</para></summary>        /// <param name="path">The waypoints to go through</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>        /// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>        public static TweenerCore<Vector3, Path, PathOptions> DOPath(            this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null        )        {            if (resolution < 1) resolution = 1;            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)                .SetTarget(target).SetUpdate(UpdateType.Fixed);            t.plugOptions.isRigidbody = true;            t.plugOptions.mode = pathMode;            return t;        }        /// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.        /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations        /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>        /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).        /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>        /// <param name="path">The waypoint to go through</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>        /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>        /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.        /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>        /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>        public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(            this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,            PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null        )        {            if (resolution < 1) resolution = 1;            Transform trans = target.transform;            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)                .SetTarget(target).SetUpdate(UpdateType.Fixed);            t.plugOptions.isRigidbody = true;            t.plugOptions.mode = pathMode;            t.plugOptions.useLocalPosition = true;            return t;        }        // Used by path editor when creating the actual tween, so it can pass a pre-compiled path        internal static TweenerCore<Vector3, Path, PathOptions> DOPath(            this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D        )        {            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)                .SetTarget(target);            t.plugOptions.isRigidbody = true;            t.plugOptions.mode = pathMode;            return t;        }        internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(            this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D        )        {            Transform trans = target.transform;            TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)                .SetTarget(target);            t.plugOptions.isRigidbody = true;            t.plugOptions.mode = pathMode;            t.plugOptions.useLocalPosition = true;            return t;        }        #endregion        #endregion        #endregion	}}#endif
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