| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2018/07/13using 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 1591namespace DG.Tweening{    /// <summary>    /// Shortcuts/functions that are not strictly related to specific Modules    /// but are available only on some Unity versions    /// </summary>	public static class DOTweenModuleUnityVersion    {        #region Material        /// <summary>Tweens a Material's color using the given gradient        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>        public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)        {            Sequence s = DOTween.Sequence();            GradientColorKey[] colors = gradient.colorKeys;            int len = colors.Length;            for (int i = 0; i < len; ++i) {                GradientColorKey c = colors[i];                if (i == 0 && c.time <= 0) {                    target.color = c.color;                    continue;                }                float colorDuration = i == len - 1                    ? duration - s.Duration(false) // Verifies that total duration is correct                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);                s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));            }            s.SetTarget(target);            return s;        }        /// <summary>Tweens a Material's named color property using the given gradient        /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).        /// Also stores the image as the tween's target so it can be used for filtered operations</summary>        /// <param name="gradient">The gradient to use</param>        /// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>        /// <param name="duration">The duration of the tween</param>        public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)        {            Sequence s = DOTween.Sequence();            GradientColorKey[] colors = gradient.colorKeys;            int len = colors.Length;            for (int i = 0; i < len; ++i) {                GradientColorKey c = colors[i];                if (i == 0 && c.time <= 0) {                    target.SetColor(property, c.color);                    continue;                }                float colorDuration = i == len - 1                    ? duration - s.Duration(false) // Verifies that total duration is correct                    : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);                s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));            }            s.SetTarget(target);            return s;        }        #endregion        #region CustomYieldInstructions        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>        /// </summary>        public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForCompletion(t);        }        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>        /// </summary>        public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForRewind(t);        }        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>        /// </summary>        public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForKill(t);        }        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops.        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>        /// </summary>        /// <param name="elapsedLoops">Elapsed loops to wait for</param>        public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);        }        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed        /// or has reached the given time position (loops included, delays excluded).        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>        /// </summary>        /// <param name="position">Position (loops included, delays excluded) to wait for</param>        public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForPosition(t, position);        }        /// <summary>        /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started        /// (meaning when the tween is set in a playing state the first time, after any eventual delay).        /// It can be used inside a coroutine as a yield.        /// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>        /// </summary>        public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return null;            }            return new DOTweenCYInstruction.WaitForStart(t);        }        #endregion#if UNITY_2018_1_OR_NEWER        #region Unity 2018.1 or Newer        #region Material        /// <summary>Tweens a Material's named texture offset property with the given ID to the given value.        /// Also stores the material as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param>        /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>        /// <param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)        {            if (!target.HasProperty(propertyID)) {                if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);                return null;            }            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a Material's named texture scale property with the given ID to the given value.        /// Also stores the material as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param>        /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>        /// <param name="duration">The duration of the tween</param>        public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)        {            if (!target.HasProperty(propertyID)) {                if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);                return null;            }            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);            t.SetTarget(target);            return t;        }        #endregion        #region .NET 4.6 or Newer#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)        #region Async Instructions        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>        /// </summary>        public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();        }        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>        /// </summary>        public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();        }        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>        /// </summary>        public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active) await System.Threading.Tasks.Task.Yield();        }        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>        /// </summary>        /// <param name="elapsedLoops">Elapsed loops to wait for</param>        public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();        }        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started        /// (meaning when the tween is set in a playing state the first time, after any eventual delay).        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>        /// </summary>        /// <param name="position">Position (loops included, delays excluded) to wait for</param>        public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();        }        /// <summary>        /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.        /// It can be used inside an async operation.        /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>        /// </summary>        public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)        {            if (!t.active) {                if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);                return;            }            while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();        }        #endregion#endif        #endregion        #endregion#endif    }    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████    // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████    public static class DOTweenCYInstruction    {        public class WaitForCompletion : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active && !t.IsComplete();            }}            readonly Tween t;            public WaitForCompletion(Tween tween)            {                t = tween;            }        }        public class WaitForRewind : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);            }}            readonly Tween t;            public WaitForRewind(Tween tween)            {                t = tween;            }        }        public class WaitForKill : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active;            }}            readonly Tween t;            public WaitForKill(Tween tween)            {                t = tween;            }        }        public class WaitForElapsedLoops : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active && t.CompletedLoops() < elapsedLoops;            }}            readonly Tween t;            readonly int elapsedLoops;            public WaitForElapsedLoops(Tween tween, int elapsedLoops)            {                t = tween;                this.elapsedLoops = elapsedLoops;            }        }        public class WaitForPosition : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active && t.position * (t.CompletedLoops() + 1) < position;            }}            readonly Tween t;            readonly float position;            public WaitForPosition(Tween tween, float position)            {                t = tween;                this.position = position;            }        }        public class WaitForStart : CustomYieldInstruction        {            public override bool keepWaiting { get {                return t.active && !t.playedOnce;            }}            readonly Tween t;            public WaitForStart(Tween tween)            {                t = tween;            }        }    }}
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