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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using D2D;
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using D2D.Utilities;
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using DG.Tweening;
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using UnityEngine;
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namespace D2D.Animations
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{
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public enum AnimationPlayMode
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{
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PlayOnEnable,
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// PlayOnVisible,
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PlayByScript
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}
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public enum AnimationLooping
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{
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None,
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Pong,
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ToTo,
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}
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public abstract class DAnimation : MonoBehaviour
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{
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#region Variables
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[Tooltip("Random end point of the animation (from x to y)")]
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[SerializeField] private Vector2 _to = new Vector2(1, 1);
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[SerializeField] private float to = 1;
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[Tooltip("Random (from x to y) duration of animation")]
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[SerializeField] private Vector2 _duration = new Vector2(.5f, .5f);
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[SerializeField] private float duration = .5f;
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[SerializeField] private DurationData _durationData;
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[SerializeField] private Vector2 _startDelay;
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[SerializeField] private float startDelay;
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[SerializeField] private Vector2 _delayBetweenYoyo;
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[SerializeField] private float delayBetweenYoyo;
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[Tooltip("Delay between animation cycles")]
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[SerializeField] private Vector2 _delayBetweenCycles;
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[SerializeField] private float delayBetweenCycles;
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[Space(10)]
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[Tooltip("You can set it to -1 for infinite yoyo animation")]
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[SerializeField] public int _loops = 1;
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[SerializeField] public bool _isRelative;
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[Tooltip("Need to kill this GO after animation (not looped) completed?")]
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[SerializeField] public bool _destroyOnFinish;
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[SerializeField] private Ease _ease = Ease.InOutSine;
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[SerializeField] public AnimationPlayMode _playMode = AnimationPlayMode.PlayOnEnable;
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[SerializeField] private DAnimation[] _onComplete;
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[SerializeField] public AnimationCurve curve = null;
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public event Action Tick;
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public event Action Completed;
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public bool _isFrom;
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public bool _isLocal;
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public bool isRandomnessSupported;
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public bool isAdvancedInfoVisible = true;
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public bool isOnCompleteVisible;
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public bool isDurationDataMode;
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public bool _isPlayingInEditor;
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public bool isTargetVisibleInEditor;
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[ContextMenu("Toggle target visibility")]
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private void ToggleTargetVisibility() => isTargetVisibleInEditor = !isTargetVisibleInEditor;
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public Vector3 beforePlayPosition;
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public Vector3 beforePlayRotation;
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public Vector3 beforePlayScale;
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public Ease Ease => _ease;
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public bool IsPlaying => CurrentTween != null && CurrentTween.IsPlaying();
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public bool IsJustBorn => _plays == 0 || CurrentTween == null;
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/// <summary>
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/// Simple recursive algorithm which calculates whole chain duration
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/// (with all _onCompletes).
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/// </summary>
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public float ChainDuration
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{
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get
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{
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return _onComplete.IsNullOrEmpty()
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? CalculatedDuration
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: CalculatedDuration + _onComplete.Max(t => t.ChainDuration);
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}
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}
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/// <summary>
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/// For now very stupid recursive algorithm.
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/// For more complex solution it is recommended to find last tween in chain by hand.
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/// </summary>
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public DAnimation LastTweenInChain
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{
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get
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{
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return _onComplete.IsNullOrEmpty()
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? this
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: _onComplete.OrderBy(t => t.CalculatedDuration).First();
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}
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}
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public bool IsLooped => _loops > 1 || _loops == -1;
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public bool HasStartDelay => StartDelay != Vector2.zero;
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public Tween CurrentTween { get; private set; }
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[HideInInspector] public bool isIncremental;
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public float CalculatedDuration
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{
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get
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{
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if (_calculatedDuration < 0)
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_calculatedDuration = Duration.RandomFloat();
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return _calculatedDuration;
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}
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set => _calculatedDuration = value;
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}
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private float _calculatedDuration = -1;
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private bool _isCustomDuration;
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protected float CalculatedTo
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{
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get
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{
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if (_calculatedTo < 0)
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_calculatedTo = To.RandomFloat();
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return _calculatedTo;
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}
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set => _calculatedTo = value;
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}
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private float _calculatedTo = -1;
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public Transform Target
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{
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get
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{
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if (_target == null)
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Target = transform;
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return _target;
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}
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private set => _target = value;
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}
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public Transform _target;
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private Vector2 To
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=> isRandomnessSupported ? _to : new Vector2(to, to);
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private Vector2 Duration
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{
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get
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{
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if (isDurationDataMode)
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{
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if (_durationData == null)
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throw new Exception("No duration data provided!");
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return _durationData.Value;
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}
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return isRandomnessSupported ? _duration : new Vector2(duration, duration);
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}
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}
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private Vector2 StartDelay =>
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isRandomnessSupported ? _startDelay : new Vector2(startDelay, startDelay);
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private Vector2 DelayBetweenCycles =>
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isRandomnessSupported ? _delayBetweenCycles : new Vector2(delayBetweenCycles, delayBetweenCycles);
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private Vector2 DelayBetweenYoyo =>
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isRandomnessSupported ? _delayBetweenYoyo : new Vector2(delayBetweenYoyo, delayBetweenYoyo);
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// For looped animations
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private Coroutine _loopCoroutine;
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private Coroutine _basePlayAndReplayCoroutine;
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private int _animationLoops;
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private int _plays;
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#endregion
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private void OnValidate()
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{
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_plays = 0;
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SetStaticRecursively(gameObject, false);
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if (!_onComplete.IsNullOrEmpty())
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_onComplete.ForEach(a => a._playMode = AnimationPlayMode.PlayByScript);
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}
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private static void SetStaticRecursively(GameObject go, bool isStatic)
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{
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foreach (Transform trans in go.GetComponentsInChildren<Transform>(true))
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{
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trans.gameObject.isStatic = isStatic;
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}
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}
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private void OnEnable()
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{
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if (_playMode != AnimationPlayMode.PlayOnEnable)
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return;
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// Set immediately tween back to initial state (0%)
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if (CurrentTween != null)
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{
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CurrentTween.Rewind(false);
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// Reinitialize everything
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ReInit(true);
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CalculatedDuration = -1;
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CalculatedTo = -1;
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}
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Play();
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}
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#region Initializing
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/// <summary>
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/// Full animation initialize.
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/// </summary>
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public void InitAnimation()
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{
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if (!_isCustomDuration)
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_calculatedDuration = -1;
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if (CurrentTween != null)
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CurrentTween.onUpdate -= BroadcastTick;
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CurrentTween = CreateTween();
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CurrentTween.onUpdate += BroadcastTick;
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CurrentTween.SetRelative(_isRelative).SetAutoKill(false);
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if (Ease == Ease.INTERNAL_Custom)
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CurrentTween.SetEase(curve);
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else
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CurrentTween.SetEase(_ease);
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if (_destroyOnFinish && _loops == 1)
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DestroySelfAfterDelay();
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if (isIncremental)
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{
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CurrentTween.SetLoops(-1, LoopType.Incremental);
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}
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}
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private void BroadcastTick()
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{
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Tick?.Invoke();
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}
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private void DestroySelfAfterDelay()
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{
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Target.gameObject.KillSelf(CalculatedDuration + TweenSettings.Instance.killDelay);
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}
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/// <summary>
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/// Actual children class tween specific implementation.
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/// </summary>
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protected abstract Tween CreateTween();
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/// <summary>
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/// Destroys the old animation and creates a new tween with updates parameters.
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/// Mostly resets random parameters.
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/// </summary>
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public DAnimation ReInit(bool killPrevious = false)
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{
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_plays = 0;
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OnReset();
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if (killPrevious)
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CurrentTween?.Kill();
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InitAnimation();
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return this;
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}
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#endregion
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#region Setters
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public DAnimation SetTarget(Transform newTarget)
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{
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Target = newTarget;
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OnSetTarget();
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return this;
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}
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public DAnimation SetUpdateType(UpdateType type)
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{
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if (CurrentTween == null)
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{
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throw new Exception("Cant set update type for tween if CurrentTween = null");
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}
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CurrentTween.SetUpdate(type);
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return this;
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}
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public DAnimation SetDuration(float d)
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{
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_isCustomDuration = true;
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_calculatedDuration = d;
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return this;
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}
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/// <summary>
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/// Yeah, we can: https://stackoverflow.com/questions/20078025/can-somehow-a-method-from-base-class-return-child-class
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/// But we want to easily serialize DAnimation in inspector => avoid generics
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/// </summary>
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public virtual DAnimation SetEndPoint(Vector3 endPoint)
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{
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return this;
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}
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#endregion
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#region Play methods
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public DAnimation Play()
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{
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if (_basePlayAndReplayCoroutine != null)
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StopCoroutine(_basePlayAndReplayCoroutine);
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_basePlayAndReplayCoroutine =
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StartCoroutine(BasePlayAndReplay(PlayCurrentTween));
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return this;
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}
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private void PlayCurrentTween() => CurrentTween.Play();
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public DAnimation Play(Vector3 endPoint, Action onComplete = null)
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{
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var a = SetEndPoint(endPoint).ReInit().Play();
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if (onComplete != null)
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a.Completed += onComplete;
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return a;
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}
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public DAnimation Restart()
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{
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if (_basePlayAndReplayCoroutine != null)
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StopCoroutine(_basePlayAndReplayCoroutine);
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_basePlayAndReplayCoroutine =
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StartCoroutine(BasePlayAndReplay(() => CurrentTween.Restart()));
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return this;
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}
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public void KillTo0()
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{
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if (CurrentTween != null)
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{
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CurrentTween.Goto(0, true);
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CurrentTween.Kill();
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CurrentTween = null;
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}
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}
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public void Kill()
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{
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if (CurrentTween != null)
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{
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CurrentTween.Kill();
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CurrentTween = null;
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}
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}
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protected virtual void OnLoop() { }
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private IEnumerator PlayLooped()
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{
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_animationLoops = 0;
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while (_loops == -1 || _animationLoops < _loops)
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{
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CurrentTween.Restart();
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yield return new WaitForSeconds(CalculatedDuration);
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yield return new WaitForSeconds(DelayBetweenYoyo.RandomFloat());
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OnLoop();
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CurrentTween.PlayBackwards();
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yield return new WaitForSeconds(CalculatedDuration);
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_animationLoops += 2;
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if (_animationLoops == _loops && _destroyOnFinish)
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{
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RestartChainedIfHave();
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InvokeCompletion();
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DestroySelfAfterDelay();
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}
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yield return new WaitForSeconds(DelayBetweenCycles.RandomFloat());
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}
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}
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public DAnimation Stop()
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{
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if (CurrentTween == null)
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return null;
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if (DelayBetweenCycles.RandomFloat() > 0)
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{
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if (_loopCoroutine != null)
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|
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StopCoroutine(_loopCoroutine);
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}
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else
|
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{
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CurrentTween.Pause();
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}
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|
return this;
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|
|
}
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|
|
private IEnumerator BasePlayAndReplay(Action callback)
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|
|
|
{
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|
|
bool needDelay = false;
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|
|
if (IsJustBorn)
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|
|
{
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|
|
OnBeforeFirstPlayAndInit();
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|
|
needDelay = true;
|
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|
|
}
|
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|
|
OnBeforePlayAndInit();
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|
|
if (!Target.gameObject.activeSelf)
|
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|
|
yield break;
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|
|
if (HasStartDelay && needDelay)
|
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|
|
yield return new WaitForSeconds(StartDelay.RandomFloat());
|
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|
|
if (CurrentTween == null || _isRelative)
|
|
|
|
|
InitAnimation();
|
|
|
|
|
|
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|
|
|
if (IsJustBorn)
|
|
|
|
|
{
|
|
|
|
|
if (_loops == 1)
|
|
|
|
|
{
|
|
|
|
|
CurrentTween.onComplete += RestartChainedIfHave;
|
|
|
|
|
CurrentTween.onComplete += InvokeCompletion;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_plays++;
|
|
|
|
|
|
|
|
|
|
if (IsLooped)
|
|
|
|
|
{
|
|
|
|
|
if (_loopCoroutine != null)
|
|
|
|
|
StopCoroutine(_loopCoroutine);
|
|
|
|
|
|
|
|
|
|
_loopCoroutine = StartCoroutine(PlayLooped());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
callback?.Invoke();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void InvokeCompletion()
|
|
|
|
|
{
|
|
|
|
|
Completed?.Invoke();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void RestartChainedIfHave()
|
|
|
|
|
{
|
|
|
|
|
if (!_onComplete.IsNullOrEmpty())
|
|
|
|
|
_onComplete.ForEach(c => c.Restart());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
protected virtual void OnReset() { }
|
|
|
|
|
|
|
|
|
|
protected virtual void OnBeforePlayAndInit() { }
|
|
|
|
|
|
|
|
|
|
protected virtual void OnBeforeFirstPlayAndInit() { }
|
|
|
|
|
|
|
|
|
|
protected virtual void OnSetTarget() { }
|
|
|
|
|
}
|
|
|
|
|
}
|