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PlumberUltimateAds/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs

571 lines
35 KiB
C#

Squashed commit of the following: commit 761fe0f0e39341baeea362d1a24b85307c6533bf Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 17:30:04 2024 +0500 Fixed some spash issues commit a29c5d792ee1e70828ca21d11b1d0e8b57194d3b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 16:57:44 2024 +0500 Fixed Splash issue commit 4000ab25110d0593dfe5ad5eea81a4109a744464 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 16:00:08 2024 +0500 fixed spalsh issue commit df377a68259ee183783ce1d898258a26e9f7e6de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 00:59:51 2024 +0500 Reapply "Fixed Splash Animation" This reverts commit b13733598e066c087cc1835f0e566d9fc6e4ebb3. commit b13733598e066c087cc1835f0e566d9fc6e4ebb3 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 17 00:39:51 2024 +0500 Revert "Fixed Splash Animation" This reverts commit 7ca6548075765db1bc2f62015ffec7fecb6235de. commit 7ca6548075765db1bc2f62015ffec7fecb6235de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 16 17:19:40 2024 +0500 Fixed Splash Animation commit ec93b630739611fe012cd30c081421d4f63f3395 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 16 16:52:15 2024 +0500 Added New Pipes commit 47925d7b4d767d72f41a8e24b2728645a6444771 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:08:10 2024 +0500 Some indentation commit 0c342ac10c38154817b2e11f05821b0f1a1ea674 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:07:14 2024 +0500 Increased Level Cell Size commit f3a7e3ed5a1ae97a6aae36cd9e1c87f206a1488c Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 18:02:58 2024 +0500 Revert "Increased Cell size" This reverts commit 6e4c1672ba8e63276cfe45afed9af56abb7668de. commit 6e4c1672ba8e63276cfe45afed9af56abb7668de Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 17:48:28 2024 +0500 Increased Cell size commit dce666657f57307688c7633084330aec07052f78 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 17:36:13 2024 +0500 Added Ranked Up Screen commit d4883314781598c9a3444930ac0a956b1b088890 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Tue Oct 15 14:13:54 2024 +0500 Added new Level Complete Screen commit 1ef6d7cf34773c89b12723f99e26b6aa6043745a Author: TG9six <totalgamer.tg.x@gmail.com> Date: Mon Oct 14 12:04:04 2024 +0400 UI improved Level selection change anchoring improved commit ea8f9899e856e021978159125a8e782bd0cf3a53 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 21:05:40 2024 +0500 All UI Done commit d656fb09a601bc57f1e6d004b83256ce26e59d97 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 19:15:22 2024 +0500 Added Level Screen commit f131e38a6b7ea830ae6816df16d148bbf3847dcd Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 17:13:26 2024 +0500 Gameplay UI Done commit a695895c90522a7208abfa9edc07040021362799 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 16:36:09 2024 +0500 Added all gameplay UI commit ab259bf005c7dc1bf01cc334da9b5dd701818496 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Fri Oct 11 11:21:47 2024 +0500 Added Level Type Selection Screen commit 8cebd78cfeec4fea53a38687d8c244c8ff08f15b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 21:33:27 2024 +0500 Added RateUs commit 901e44afafb7b0bca1209df744d9a0be1012cd0b Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 20:56:50 2024 +0500 Before addiung unity figma bridge commit bdc01bcb186e1714d5b7efa061418e979b926312 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Thu Oct 10 19:36:39 2024 +0500 Added Settings menu commit 85b53482054a0f4831dc62ca805dbc8a96e474e5 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 19:13:39 2024 +0500 Added Main Menu Screen commit a80c82c82f91563ea3a06a5d7cb4219dc9520b14 Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 17:26:31 2024 +0500 Added new main menu UI commit 833a599da1496f33d46bd2f32457ad2b16f6bd9d Author: Hazim Bin Ijaz <hazimijaz_gamedev@rizzestudios.com> Date: Wed Oct 9 13:22:52 2024 +0500 Added MainMenu Animation
4 months ago
// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
using System;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening.Core;
using DG.Tweening.Core.Enums;
#pragma warning disable 1591
namespace 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 Tweener DOFade(this CanvasGroup target, float endValue, float duration)
{
return DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration)
.SetTarget(target);
}
#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 Tweener DOColor(this Graphic target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// <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 Tweener DOFade(this Graphic target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
#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 Tweener DOColor(this Image target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// <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 Tweener DOFade(this Image target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
/// <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 Tweener DOFillAmount(this Image target, float endValue, float duration)
{
if (endValue > 1) endValue = 1;
else if (endValue < 0) endValue = 0;
return DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration)
.SetTarget(target);
}
/// <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));
}
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 Tweener DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
target.flexibleWidth = x.x;
target.flexibleHeight = x.y;
}, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
target.minWidth = x.x;
target.minHeight = x.y;
}, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
target.preferredWidth = x.x;
target.preferredHeight = x.y;
}, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
#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 Tweener DOColor(this Outline target, Color endValue, float duration)
{
return DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration).SetTarget(target);
}
/// <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 Tweener DOFade(this Outline target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration)
.SetTarget(target);
}
/// <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 Tweener DOScale(this Outline target, Vector2 endValue, float duration)
{
return DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration)
.SetTarget(target);
}
#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 Tweener DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration)
.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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 Tweener DOPivot(this RectTransform target, Vector2 endValue, float duration)
{
return DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration)
.SetTarget(target);
}
/// <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 Tweener DOPivotX(this RectTransform target, float endValue, float duration)
{
return DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration)
.SetOptions(AxisConstraint.X).SetTarget(target);
}
/// <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 Tweener DOPivotY(this RectTransform target, float endValue, float duration)
{
return DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration)
.SetOptions(AxisConstraint.Y).SetTarget(target);
}
/// <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 Tweener DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// <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>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
.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>
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
{
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
.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 Tweener DOValue(this Slider target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.value, x => target.value = x, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
#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 Tweener DOColor(this Text target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// <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 Tweener DOFade(this Text target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
/// <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 Tweener DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
{
return DOTween.To(() => target.text, x => target.text = x, endValue, duration)
.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
}
#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
#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