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102 lines
5.4 KiB
C#
102 lines
5.4 KiB
C#
// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2018/07/13
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#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
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using System;
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using UnityEngine;
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#pragma warning disable 1591
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namespace DG.Tweening
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{
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public static class DOTweenModulePhysics2D
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{
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#region Shortcuts
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#region Rigidbody2D Shortcuts
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/// <summary>Tweens a Rigidbody2D's position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
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{
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return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
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.SetOptions(snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's X position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration)
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.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's Y position to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Tweener DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
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{
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return DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration)
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.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
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}
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/// <summary>Tweens a Rigidbody2D's rotation to the given value.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static Tweener DORotate(this Rigidbody2D target, float endValue, float duration)
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{
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return DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration)
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.SetTarget(target);
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}
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#region Special
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/// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
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/// Returns a Sequence instead of a Tweener.
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/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
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/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
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/// <param name="endValue">The end value to reach</param>
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/// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
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/// <param name="numJumps">Total number of jumps</param>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
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public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
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{
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if (numJumps < 1) numJumps = 1;
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float startPosY = 0;
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float offsetY = -1;
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bool offsetYSet = false;
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Sequence s = DOTween.Sequence();
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Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
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.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
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.SetLoops(numJumps * 2, LoopType.Yoyo)
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.OnStart(() => startPosY = target.position.y);
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s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
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.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
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).Join(yTween)
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.SetTarget(target).SetEase(DOTween.defaultEaseType);
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yTween.OnUpdate(() => {
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if (!offsetYSet) {
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offsetYSet = true;
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offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
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}
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Vector3 pos = target.position;
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pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
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target.MovePosition(pos);
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});
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return s;
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}
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#endregion
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#endregion
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#endregion
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}
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}
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#endif
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