| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2018/07/13#if true // MODULE_MARKERusing 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 1591namespace DG.Tweening{	public static class DOTweenModuleUI    {        #region Shortcuts        #region CanvasGroup        /// <summary>Tweens a CanvasGroup's alpha color to the given value.        /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration)        {            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);            t.SetTarget(target);            return t;        }        #endregion        #region Graphic        /// <summary>Tweens an Graphic's color to the given value.        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens an Graphic's alpha color to the given value.        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        #endregion        #region Image        /// <summary>Tweens an Image's color to the given value.        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens an Image's alpha color to the given value.        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens an Image's fillAmount to the given value.        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>        public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)        {            if (endValue > 1) endValue = 1;            else if (endValue < 0) endValue = 0;            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens an Image's colors using the given gradient        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>        public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)        {            Sequence s = DOTween.Sequence();            GradientColorKey[] colors = gradient.colorKeys;            int len = colors.Length;            for (int i = 0; i < len; ++i) {                GradientColorKey c = colors[i];                if (i == 0 && c.time <= 0) {                    target.color = c.color;                    continue;                }                float colorDuration = i == len - 1                    ? duration - s.Duration(false) // Verifies that total duration is correct                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));            }            s.SetTarget(target);            return s;        }        #endregion        #region LayoutElement        /// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {                    target.flexibleWidth = x.x;                    target.flexibleHeight = x.y;                }, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens an LayoutElement's minWidth/Height to the given value.        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {                target.minWidth = x.x;                target.minHeight = x.y;            }, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.        /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {                target.preferredWidth = x.x;                target.preferredHeight = x.y;            }, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        #endregion        #region Outline        /// <summary>Tweens a Outline's effectColor to the given value.        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a Outline's effectColor alpha to the given value.        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a Outline's effectDistance to the given value.        /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);            t.SetTarget(target);            return t;        }        #endregion        #region RectTransform        /// <summary>Tweens a RectTransform's anchoredPosition to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition X to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)        {            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);            t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchorMax to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's anchorMin to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's pivot to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's pivot X to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);            t.SetOptions(AxisConstraint.X).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's pivot Y to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);            t.SetOptions(AxisConstraint.Y).SetTarget(target);            return t;        }        /// <summary>Tweens a RectTransform's sizeDelta to the given value.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)        {            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        /// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one        /// as if it was connected to the starting position via an elastic.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="vibrato">Indicates how much will the punch vibrate</param>        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.        /// 1 creates a full oscillation between the punch direction and the opposite direction,        /// while 0 oscillates only between the punch and the start position</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)        {            return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)                .SetTarget(target).SetOptions(snapping);        }        /// <summary>Shakes a RectTransform's anchoredPosition with the given values.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        /// <param name="randomnessMode">Randomness mode</param>        public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)        {            return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);        }        /// <summary>Shakes a RectTransform's anchoredPosition with the given values.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength on each axis</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        /// <param name="randomnessMode">Randomness mode</param>        public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)        {            return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)                .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);        }        #region Special        /// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.        /// Returns a Sequence instead of a Tweener.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param>        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>        /// <param name="numJumps">Total number of jumps</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)        {            if (numJumps < 1) numJumps = 1;            float startPosY = 0;            float offsetY = -1;            bool offsetYSet = false;            // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence            // (in case users add a delay or other elements to the Sequence)            Sequence s = DOTween.Sequence();            Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))                .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()                .SetLoops(numJumps * 2, LoopType.Yoyo)                .OnStart(()=> startPosY = target.anchoredPosition.y);            s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)                    .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)                ).Join(yTween)                .SetTarget(target).SetEase(DOTween.defaultEaseType);            s.OnUpdate(() => {                if (!offsetYSet) {                    offsetYSet = true;                    offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;                }                Vector2 pos = target.anchoredPosition;                pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);                target.anchoredPosition = pos;            });            return s;        }        #endregion        #endregion        #region ScrollRect        /// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)        {            return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),                x => {                    target.horizontalNormalizedPosition = x.x;                    target.verticalNormalizedPosition = x.y;                }, endValue, duration)                .SetOptions(snapping).SetTarget(target);        }        /// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)        {            return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)                .SetOptions(snapping).SetTarget(target);        }        /// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.        /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)        {            return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)                .SetOptions(snapping).SetTarget(target);        }        #endregion        #region Slider        /// <summary>Tweens a Slider's value to the given value.        /// Also stores the Slider as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)        {            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);            t.SetOptions(snapping).SetTarget(target);            return t;        }        #endregion        #region Text        /// <summary>Tweens a Text's color to the given value.        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>        /// Tweens a Text's text from one integer to another, with options for thousands separators        /// </summary>        /// <param name="fromValue">The value to start from</param>        /// <param name="endValue">The end value to reach</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>        /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>        public static TweenerCore<int, int, NoOptions> DOCounter(            this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null        ){            int v = fromValue;            CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;            TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {                v = x;                target.text = addThousandsSeparator                    ? v.ToString("N0", cInfo)                    : v.ToString();            }, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a Text's alpha color to the given value.        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a Text's text to the given value.        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>        /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,        /// otherwise all tags will be considered as normal text</param>        /// <param name="scrambleMode">The type of scramble mode to use, if any</param>        /// <param name="scrambleChars">A string containing the characters to use for scrambling.        /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.        /// Leave it to NULL (default) to use default ones</param>        public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)        {            if (endValue == null) {                if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");                endValue = "";            }            TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);            t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)                .SetTarget(target);            return t;        }        #endregion        #region Blendables        #region Graphic        /// <summary>Tweens a Graphic's color to the given value,        /// in a way that allows other DOBlendableColor tweens to work together on the same target,        /// instead than fight each other as multiple DOColor would do.        /// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>        public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)        {            endValue = endValue - target.color;            Color to = new Color(0, 0, 0, 0);            return DOTween.To(() => to, x => {                Color diff = x - to;                to = x;                target.color += diff;            }, endValue, duration)                .Blendable().SetTarget(target);        }        #endregion        #region Image        /// <summary>Tweens a Image's color to the given value,        /// in a way that allows other DOBlendableColor tweens to work together on the same target,        /// instead than fight each other as multiple DOColor would do.        /// Also stores the Image as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>        public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)        {            endValue = endValue - target.color;            Color to = new Color(0, 0, 0, 0);            return DOTween.To(() => to, x => {                Color diff = x - to;                to = x;                target.color += diff;            }, endValue, duration)                .Blendable().SetTarget(target);        }        #endregion        #region Text        /// <summary>Tweens a Text's color BY the given value,        /// in a way that allows other DOBlendableColor tweens to work together on the same target,        /// instead than fight each other as multiple DOColor would do.        /// Also stores the Text as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>        public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)        {            endValue = endValue - target.color;            Color to = new Color(0, 0, 0, 0);            return DOTween.To(() => to, x => {                Color diff = x - to;                to = x;                target.color += diff;            }, endValue, duration)                .Blendable().SetTarget(target);        }        #endregion        #endregion        #region Shapes        /// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.        /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>        /// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>        /// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>        /// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(            this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false        )        {            TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(                CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration            );            t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);            return t;        }        #endregion        #endregion        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████        // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████        public static class Utils        {            /// <summary>            /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,            /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition            /// </summary>            public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)            {                Vector2 localPoint;                Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);                Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);                screenP += fromPivotDerivedOffset;                RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);                Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);                return to.anchoredPosition + localPoint - pivotDerivedOffset;            }        }	}}#endif
 |