diff --git a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll b/client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll deleted file mode 100644 index 6ad855f..0000000 Binary files a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll and /dev/null differ diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.dll b/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.dll deleted file mode 100644 index 6792714..0000000 Binary files a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.dll and /dev/null differ diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta b/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta deleted file mode 100644 index 4277f24..0000000 --- a/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer_dark.png.meta +++ /dev/null @@ -1,96 +0,0 @@ -fileFormatVersion: 2 -guid: 519694efe2bb2914788b151fbd8c01f4 -TextureImporter: - internalIDToNameTable: [] - 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b/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta deleted file mode 100644 index 9994229..0000000 --- a/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Header.jpg.meta +++ /dev/null @@ -1,96 +0,0 @@ -fileFormatVersion: 2 -guid: 78a59ca99f8987941adb61f9e14a06a7 -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 11 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - isReadable: 0 - streamingMipmaps: 0 - streamingMipmapsPriority: 0 - vTOnly: 0 - grayScaleToAlpha: 0 - generateCubemap: 6 - cubemapConvolution: 0 - seamlessCubemap: 0 - textureFormat: 1 - maxTextureSize: 2048 - textureSettings: - serializedVersion: 2 - filterMode: 1 - aniso: 1 - mipBias: 0 - wrapU: 1 - wrapV: 1 - wrapW: 1 - nPOTScale: 0 - lightmap: 0 - compressionQuality: 50 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 1 - alphaIsTransparency: 1 - spriteTessellationDetail: -1 - textureType: 2 - textureShape: 1 - singleChannelComponent: 0 - flipbookRows: 1 - flipbookColumns: 1 - maxTextureSizeSet: 0 - compressionQualitySet: 0 - textureFormatSet: 0 - ignorePngGamma: 0 - applyGammaDecoding: 0 - platformSettings: - - serializedVersion: 3 - buildTarget: DefaultTexturePlatform - maxTextureSize: 512 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - bones: [] - spriteID: - internalID: 0 - vertices: [] - indices: - edges: [] - weights: [] - secondaryTextures: [] - spritePackingTag: - pSDRemoveMatte: 0 - pSDShowRemoveMatteOption: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/readme.txt b/client/Assets/3rdParty/Demigiant/DOTween/readme.txt deleted file mode 100644 index e8e02c4..0000000 --- a/client/Assets/3rdParty/Demigiant/DOTween/readme.txt +++ /dev/null @@ -1,5 +0,0 @@ -Source Url: -* https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676 - -Changelog: -* Moved to /Assets/3rdParty/ \ No newline at end of file diff --git a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarBlue.mat b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarBlue.mat index 2bc73b4..846a3ec 100644 --- a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarBlue.mat +++ b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarBlue.mat @@ -2,14 +2,17 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: AvatarBlue m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -17,6 +20,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -64,14 +68,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -87,6 +110,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 @@ -110,4 +134,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 diff --git a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarRed.mat b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarRed.mat index 3d62f47..fb5ae38 100644 --- a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarRed.mat +++ b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/AvatarRed.mat @@ -2,14 +2,17 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: AvatarRed m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -17,6 +20,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -64,14 +68,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -87,6 +110,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 @@ -110,4 +134,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 diff --git a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/Grid.mat b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/Grid.mat index 5b29c25..885155c 100644 --- a/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/Grid.mat +++ b/client/Assets/3rdParty/Meshint/Meshtint Free Knight/Materials/Grid.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Grid m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs deleted file mode 100644 index c3626d4..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs +++ /dev/null @@ -1,522 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Runtime.CompilerServices; -using UnityEngine; - -namespace UnityAsync -{ - public interface IAsyncBehaviour - { - int updateIndex { get; set; } - int lateUpdateIndex { get; set; } - int fixedUpdateIndex { get; set; } - - bool Update(); - bool LateUpdate(); - bool FixedUpdate(); - } - - public class AsyncBehaviour : MonoBehaviour, IAsyncBehaviour - { - abstract class ContinuationQueue - { - public abstract void Update(); - public abstract bool IsEmpty { get; } - } - - class ContinuationQueue : ContinuationQueue where T : IContinuation - { - static void RemoveWhileIterating(List list, ref int index) - { - int count = list.Count; - - if(count > 1) - { - list[index] = list[count - 1]; - list.RemoveAt(count - 1); - --index; // decrement index so swapped item is next - } - else - list.RemoveAt(index); - } - - protected readonly List buffer; - - public ContinuationQueue(int capacity) - { - buffer = new List(capacity); - } - - public override void Update() - { - for(int i = 0; i < buffer.Count; ++i) - { - var cont = buffer[i]; - - if(cont.IsCompleted()) - lock(buffer) - RemoveWhileIterating(buffer, ref i); // remove without rearranging list - else - buffer[i] = cont; // reassign as we are dealing with value type and IsCompleted has side effects - } - } - - public override bool IsEmpty => buffer.Count == 0; - - public void Add(T c) - { - lock(buffer) - buffer.Add(c); - } - } - - public abstract class UnityAwaiter : INotifyCompletion - { - public abstract bool IsCompleted { get; } - public abstract void OnCompleted(Action continuation); - public void GetResult() { } - public UnityAwaiter GetAwaiter() => this; - } - - class UnityAwaiter : UnityAwaiter where T : IContinuation - { - readonly ContinuationQueue buffer; - public UnityAwaiter(ContinuationQueue buffer) { this.buffer = buffer; } - public UnityAwaiter(ContinuationQueue buffer) { this.buffer = buffer as ContinuationQueue; } - - public override bool IsCompleted => false; - public override void OnCompleted(Action continuation) - { - var c = continuations.Dequeue(); - c.Set(continuation); - buffer.Add(c); - } - - public void AddContinuation(T continuation) => continuations.Enqueue(continuation); - protected Queue continuations = new Queue(128); - } - - interface IContinuation - { - void Set(Action continuation); - bool IsCompleted(); - } - - struct FrameContinuation : IContinuation - { - int waitForFrame; - Action continuation; - - public FrameContinuation(int waitForFrame) - { - this.waitForFrame = waitForFrame; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(UnityAsyncManager.frameCount >= waitForFrame) - { - continuation(); - return true; - } - - return false; - } - } - - struct FixedContinuation : IContinuation - { - uint waitForStep; - Action continuation; - - public FixedContinuation(uint waitForStep) - { - this.waitForStep = waitForStep; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(UnityAsyncManager.fixedStepCount >= waitForStep) - { - continuation(); - return true; - } - - return false; - } - } - - struct TimeContinuation : IContinuation - { - float waitForTime; - Action continuation; - - public TimeContinuation(float waitForTime) - { - this.waitForTime = waitForTime; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(UnityAsyncManager.time >= waitForTime) - { - continuation(); - return true; - } - - return false; - } - } - - struct CustomContinuation : IContinuation - { - CustomYieldInstruction operation; - Action continuation; - - public CustomContinuation(CustomYieldInstruction operation) - { - this.operation = operation; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(!operation.MoveNext()) - { - continuation(); - return true; - } - - return false; - } - } - - struct AsyncOpContinuation : IContinuation - { - AsyncOperation operation; - Action continuation; - - public AsyncOpContinuation(AsyncOperation operation) - { - this.operation = operation; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(operation.isDone) - { - continuation(); - return true; - } - - return false; - } - } - - struct UnscaledTimeContinuation : IContinuation - { - float waitForTime; - Action continuation; - - public UnscaledTimeContinuation(float waitForTime) - { - this.waitForTime = waitForTime; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(UnityAsyncManager.unscaledTime >= waitForTime) - { - continuation(); - return true; - } - - return false; - } - } - - struct ConditionContinuation : IContinuation - { - Func condition; - Action continuation; - - public ConditionContinuation(Func condition) - { - this.condition = condition; - continuation = null; - } - - public void Set(Action cont) => continuation = cont; - public bool IsCompleted() - { - if(condition()) - { - continuation(); - return true; - } - - return false; - } - } - - int IAsyncBehaviour.updateIndex { get; set; } - int IAsyncBehaviour.lateUpdateIndex { get; set; } - int IAsyncBehaviour.fixedUpdateIndex { get; set; } - - bool hasUpdates, hasLateUpdates, hasFixedUpdates; - - UnityAwaiter updateAwaiter; - UnityAwaiter fixedUpdateAwaiter; - UnityAwaiter lateUpdateAwaiter; - UnityAwaiter conditionAwaiter; - UnityAwaiter unscaledTimeAwaiter; - UnityAwaiter timeAwaiter; - UnityAwaiter customAwaiter; - UnityAwaiter asyncOpAwaiter; - - List updateQueues; - List lateUpdateQueues; - List fixedUpdateQueues; - - protected virtual void Awake() - { - updateQueues = new List - { - new ContinuationQueue(128), - new ContinuationQueue(64), - new ContinuationQueue(32), - new ContinuationQueue(32), - new ContinuationQueue(16), - new ContinuationQueue(16) - }; - - lateUpdateQueues = new List { new ContinuationQueue(32) }; - fixedUpdateQueues = new List { new ContinuationQueue(32) }; - - updateAwaiter = new UnityAwaiter(updateQueues[0]); - lateUpdateAwaiter = new UnityAwaiter(lateUpdateQueues[0]); - fixedUpdateAwaiter = new UnityAwaiter(fixedUpdateQueues[0]); - - timeAwaiter = new UnityAwaiter(updateQueues[1]); - unscaledTimeAwaiter = new UnityAwaiter(updateQueues[2]); - - conditionAwaiter = new UnityAwaiter(updateQueues[3]); - customAwaiter = new UnityAwaiter(updateQueues[4]); - asyncOpAwaiter = new UnityAwaiter(updateQueues[5]); - } - - bool IAsyncBehaviour.Update() - { - bool notEmpty = false; - - foreach(var q in updateQueues) - { - if(q.IsEmpty) - continue; - - q.Update(); - notEmpty = true; - } - - hasUpdates = notEmpty; - - return notEmpty; - } - - bool IAsyncBehaviour.LateUpdate() - { - bool notEmpty = false; - - foreach(var q in lateUpdateQueues) - { - if(q.IsEmpty) - continue; - - q.Update(); - notEmpty = true; - } - - hasLateUpdates = notEmpty; - - return notEmpty; - } - - bool IAsyncBehaviour.FixedUpdate() - { - bool notEmpty = false; - - foreach(var q in fixedUpdateQueues) - { - if(q.IsEmpty) - continue; - - q.Update(); - notEmpty = true; - } - - hasFixedUpdates = notEmpty; - - return notEmpty; - } - - public UnityAwaiter NextUpdate() - { - RegisterUpdates(); - - updateAwaiter.AddContinuation(new FrameContinuation(UnityAsyncManager.frameCount + 1)); - return updateAwaiter; - } - - public UnityAwaiter NextLateUpdate() - { - RegisterLateUpdates(); - - lateUpdateAwaiter.AddContinuation(new FrameContinuation(UnityAsyncManager.frameCount + 1)); - return lateUpdateAwaiter; - } - - public UnityAwaiter NextFixedUpdate() - { - RegisterFixedUpdates(); - - fixedUpdateAwaiter.AddContinuation(new FixedContinuation(UnityAsyncManager.fixedStepCount + 1)); - return fixedUpdateAwaiter; - } - - public UnityAwaiter Updates(int framesToWait) - { - RegisterUpdates(); - - updateAwaiter.AddContinuation(new FrameContinuation(UnityAsyncManager.frameCount + framesToWait)); - return updateAwaiter; - } - - public UnityAwaiter LateUpdates(int framesToWait) - { - RegisterLateUpdates(); - - lateUpdateAwaiter.AddContinuation(new FrameContinuation(UnityAsyncManager.frameCount + framesToWait)); - return lateUpdateAwaiter; - } - - public UnityAwaiter FixedUpdates(int stepsToWait) - { - RegisterFixedUpdates(); - - fixedUpdateAwaiter.AddContinuation(new FixedContinuation(UnityAsyncManager.fixedStepCount + (uint)stepsToWait)); - return fixedUpdateAwaiter; - } - - public UnityAwaiter Seconds(float secondsToWait) - { - RegisterUpdates(); - - timeAwaiter.AddContinuation(new TimeContinuation(UnityAsyncManager.time + secondsToWait)); - return timeAwaiter; - } - - public UnityAwaiter SecondsUnscaled(float secondsToWait) - { - RegisterUpdates(); - - unscaledTimeAwaiter.AddContinuation(new UnscaledTimeContinuation(UnityAsyncManager.unscaledTime + secondsToWait)); - return unscaledTimeAwaiter; - } - - public UnityAwaiter Until(Func condition) - { - RegisterUpdates(); - - conditionAwaiter.AddContinuation(new ConditionContinuation(condition)); - return conditionAwaiter; - } - - // please just use WaitUntil... - public UnityAwaiter While(Func condition) - { - RegisterUpdates(); - - // eek! - conditionAwaiter.AddContinuation(new ConditionContinuation(() => !condition())); - return conditionAwaiter; - } - - public UnityAwaiter Custom(CustomYieldInstruction instruction) - { - RegisterUpdates(); - - customAwaiter.AddContinuation(new CustomContinuation(instruction)); - return customAwaiter; - } - - public UnityAwaiter AsyncOp(AsyncOperation op) - { - RegisterUpdates(); - - asyncOpAwaiter.AddContinuation(new AsyncOpContinuation(op)); - return asyncOpAwaiter; - } - - void RegisterUpdates() - { - if(hasUpdates) - return; - - hasUpdates = true; - UnityAsyncManager.RegisterUpdate(this); - } - - void RegisterLateUpdates() - { - if(hasLateUpdates) - return; - - hasLateUpdates = true; - UnityAsyncManager.RegisterLateUpdate(this); - } - - void RegisterFixedUpdates() - { - if(hasFixedUpdates) - return; - - hasFixedUpdates = true; - UnityAsyncManager.RegisterFixedUpdate(this); - } - - protected virtual void OnEnable() - { - if(hasUpdates) - UnityAsyncManager.RegisterUpdate(this); - - if(hasLateUpdates) - UnityAsyncManager.RegisterLateUpdate(this); - - if(hasFixedUpdates) - UnityAsyncManager.RegisterFixedUpdate(this); - } - - protected virtual void OnDisable() - { - if(hasUpdates) - UnityAsyncManager.UnregisterUpdate(this); - - if(hasLateUpdates) - UnityAsyncManager.UnregisterLateUpdate(this); - - if(hasFixedUpdates) - UnityAsyncManager.UnregisterFixedUpdate(this); - } - } -} \ No newline at end of file diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs.meta b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs.meta deleted file mode 100644 index 2d60215..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/AsyncBehaviour.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9e2de6b3a8773034bafc4f4f11cbbc8e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs deleted file mode 100644 index 08c98a0..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs +++ /dev/null @@ -1,28 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityAsync -{ - // convenience methods for awaiting without access to an AsyncBehaviour - public static class Await - { - public static AsyncBehaviour.UnityAwaiter NextUpdate() => UnityAsyncManager.behaviour.NextUpdate(); - public static AsyncBehaviour.UnityAwaiter NextLateUpdate() => UnityAsyncManager.behaviour.NextLateUpdate(); - public static AsyncBehaviour.UnityAwaiter NextFixedUpdate() => UnityAsyncManager.behaviour.NextFixedUpdate(); - public static AsyncBehaviour.UnityAwaiter Updates(int framesToWait) => UnityAsyncManager.behaviour.Updates(framesToWait); - public static AsyncBehaviour.UnityAwaiter LateUpdates(int framesToWait) => UnityAsyncManager.behaviour.LateUpdates(framesToWait); - public static AsyncBehaviour.UnityAwaiter FixedUpdates(int stepsToWait) => UnityAsyncManager.behaviour.FixedUpdates(stepsToWait); - public static AsyncBehaviour.UnityAwaiter Seconds(float secondsToWait) => UnityAsyncManager.behaviour.Seconds(secondsToWait); - public static AsyncBehaviour.UnityAwaiter SecondsUnscaled(float secondsToWait) => UnityAsyncManager.behaviour.SecondsUnscaled(secondsToWait); - public static AsyncBehaviour.UnityAwaiter Until(Func condition) => UnityAsyncManager.behaviour.Until(condition); - public static AsyncBehaviour.UnityAwaiter While(Func condition) => UnityAsyncManager.behaviour.While(condition); - public static AsyncBehaviour.UnityAwaiter AsyncOp(AsyncOperation op) => UnityAsyncManager.behaviour.AsyncOp(op); - public static AsyncBehaviour.UnityAwaiter Custom(CustomYieldInstruction instruction) => UnityAsyncManager.behaviour.Custom(instruction); - } - - static class AwaitExtensions - { - public static AsyncBehaviour.UnityAwaiter GetAwaiter(this AsyncOperation @this) => Await.AsyncOp(@this); - public static AsyncBehaviour.UnityAwaiter GetAwaiter(this CustomYieldInstruction @this) => Await.Custom(@this); - } -} \ No newline at end of file diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs.meta b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs.meta deleted file mode 100644 index 84556e6..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/Await.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 08b10ab64e8aebf42a1534aa9a36ec6f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs deleted file mode 100644 index 4a0b597..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs +++ /dev/null @@ -1,191 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace UnityAsync -{ - // manages all AsyncBehaviours including low overhead update calls - public class UnityAsyncManager : MonoBehaviour - { - public static int frameCount; - public static uint fixedStepCount; - public static float time; - public static float unscaledTime; - - public static AsyncBehaviour behaviour { get; private set; } - - static List updates; - static List lateUpdates; - static List fixedUpdates; - - [RuntimeInitializeOnLoadMethod] - static void Initialize() - { - var anchor = new GameObject("UnityAsync Manager").AddComponent(); - anchor.gameObject.hideFlags = HideFlags.HideAndDontSave; - DontDestroyOnLoad(anchor.gameObject); - - frameCount = 1; - fixedStepCount = 1; - time = Time.time; - unscaledTime = Time.unscaledTime; - - updates = new List(128); - lateUpdates = new List(32); - fixedUpdates = new List(32); - - behaviour = anchor.gameObject.AddComponent(); - } - - public static void RegisterUpdate(IAsyncBehaviour b) - { - b.updateIndex = updates.Count; - updates.Add(b); - } - - public static void RegisterLateUpdate(IAsyncBehaviour b) - { - b.lateUpdateIndex = lateUpdates.Count; - lateUpdates.Add(b); - } - - public static void RegisterFixedUpdate(IAsyncBehaviour b) - { - b.fixedUpdateIndex = fixedUpdates.Count; - fixedUpdates.Add(b); - } - - public static void UnregisterUpdate(IAsyncBehaviour b) - { - int count = updates.Count; - int i = b.updateIndex; - - if(count > 1) - { - var toSwap = updates[count - 1]; - updates[i] = toSwap; - toSwap.updateIndex = i; - updates.RemoveAt(count - 1); - } - else - { - updates.RemoveAt(i); - } - } - - public static void UnregisterLateUpdate(IAsyncBehaviour b) - { - int count = fixedUpdates.Count; - int i = b.lateUpdateIndex; - - if(count > 1) - { - var toSwap = lateUpdates[count - 1]; - lateUpdates[i] = toSwap; - toSwap.lateUpdateIndex = i; - lateUpdates.RemoveAt(count - 1); - } - else - { - lateUpdates.RemoveAt(i); - } - } - - public static void UnregisterFixedUpdate(IAsyncBehaviour b) - { - int count = fixedUpdates.Count; - int i = b.fixedUpdateIndex; - - if(count > 1) - { - var toSwap = fixedUpdates[count - 1]; - fixedUpdates[i] = toSwap; - toSwap.fixedUpdateIndex = i; - fixedUpdates.RemoveAt(count - 1); - } - else - { - fixedUpdates.RemoveAt(i); - } - } - - void Update() - { - // = Time.frameCount; - time = Time.time; - unscaledTime = Time.unscaledTime; - - for(int i = 0; i < updates.Count; ++i) - { - if(!updates[i].Update()) - { - int count = updates.Count; - - if(count > 1) - { - var toSwap = updates[count - 1]; - updates[i] = toSwap; - toSwap.updateIndex = i; - updates.RemoveAt(count - 1); - --i; - } - else - { - updates.RemoveAt(i); - } - } - } - - ++frameCount; - } - - void LateUpdate() - { - for(int i = 0; i < lateUpdates.Count; ++i) - { - if(!lateUpdates[i].LateUpdate()) - { - int count = lateUpdates.Count; - - if(count > 1) - { - var toSwap = lateUpdates[count - 1]; - lateUpdates[i] = toSwap; - toSwap.lateUpdateIndex = i; - lateUpdates.RemoveAt(count - 1); - --i; - } - else - { - lateUpdates.RemoveAt(i); - } - } - } - } - - void FixedUpdate() - { - for(int i = 0; i < fixedUpdates.Count; ++i) - { - if(!fixedUpdates[i].FixedUpdate()) - { - int count = fixedUpdates.Count; - - if(count > 1) - { - var toSwap = fixedUpdates[count - 1]; - fixedUpdates[i] = toSwap; - toSwap.fixedUpdateIndex = i; - fixedUpdates.RemoveAt(count - 1); - --i; - } - else - { - fixedUpdates.RemoveAt(i); - } - } - } - - ++fixedStepCount; - } - } -} \ No newline at end of file diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs.meta b/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs.meta deleted file mode 100644 index 8196fbf..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync/UnityAsyncManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a327a0b36f92eca45a5d6a9a55d6c48e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt b/client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt deleted file mode 100644 index fcc34cf..0000000 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt +++ /dev/null @@ -1,5 +0,0 @@ -Source Url: -* https://bitbucket.org/muckSponge/unityasync/src/master/ - -Changelog: -* Moved to /Assets/3rdParty/ \ No newline at end of file diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Bottom Mat.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Bottom Mat.mat index 7989e39..f330b50 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Bottom Mat.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Bottom Mat.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Bottom Mat m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Shoes Mat.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Shoes Mat.mat index 8175dbf..28e963f 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Shoes Mat.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Shoes Mat.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Shoes Mat m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0.72 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Skin Mat.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Skin Mat.mat index a8eb8a9..49db76b 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Skin Mat.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Skin Mat.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Skin Mat m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Sword and Shield Mat.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Sword and Shield Mat.mat index efe75b3..33ecf75 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Sword and Shield Mat.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Sword and Shield Mat.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Sword and Shield Mat m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0.748 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Torso Mat.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Torso Mat.mat index 967dea6..8d2dcfc 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Torso Mat.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Materials/Torso Mat.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Torso Mat m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - m_ShaderKeywords: + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -30,6 +33,7 @@ Material: stringTagMap: RenderType: Opaque disabledShaderPasses: [] + m_LockedProperties: m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -77,14 +81,33 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AlphaClip: 0 + - _AlphaToMask: 0 - _Blend: 0 + - _BlendModePreserveSpecular: 1 - _BumpScale: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 - _Cull: 2 - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - _GlossMapScale: 1 - _Glossiness: 0 @@ -99,6 +122,7 @@ Material: - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 + - _SrcBlendAlpha: 1 - _Surface: 0 - _UVSec: 0 - _WorkflowMode: 1 diff --git a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Scene/Materials/Ground.mat b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Scene/Materials/Ground.mat index 1c45bd3..6254ebe 100644 --- a/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Scene/Materials/Ground.mat +++ b/client/Assets/3rdParty/SSAnimations/Sword and Shield Pack/Scene/Materials/Ground.mat @@ -12,17 +12,20 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 4 + version: 7 --- !u!21 &2100000 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: Ground m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} - 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m_PrefilterSSAOSampleCountHigh: 0 + m_PrefilterDBufferMRT1: 0 + m_PrefilterDBufferMRT2: 0 + m_PrefilterDBufferMRT3: 0 + m_PrefilterSoftShadowsQualityLow: 0 + m_PrefilterSoftShadowsQualityMedium: 0 + m_PrefilterSoftShadowsQualityHigh: 0 + m_PrefilterSoftShadows: 0 + m_PrefilterScreenCoord: 0 + m_PrefilterNativeRenderPass: 0 m_ShaderVariantLogLevel: 0 + m_ShadowCascades: 0 diff --git a/client/Assets/Art/Settings/UniversalRenderPipelineAsset_Renderer.asset b/client/Assets/Art/Settings/UniversalRenderPipelineAsset_Renderer.asset index 09c339b..06cfe45 100644 --- a/client/Assets/Art/Settings/UniversalRenderPipelineAsset_Renderer.asset +++ b/client/Assets/Art/Settings/UniversalRenderPipelineAsset_Renderer.asset @@ -12,8 +12,13 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3} m_Name: UniversalRenderPipelineAsset_Renderer m_EditorClassIdentifier: + debugShaders: + debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7, + type: 3} + hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3} m_RendererFeatures: [] m_RendererFeatureMap: + m_UseNativeRenderPass: 0 postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2} shaders: @@ -22,11 +27,21 @@ MonoBehaviour: screenSpaceShadowPS: {fileID: 4800000, guid: 0f854b35a0cf61a429bd5dcfea30eddd, type: 3} samplingPS: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3} - tileDepthInfoPS: {fileID: 0} - tileDeferredPS: {fileID: 0} stencilDeferredPS: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3} fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3} + fallbackLoadingPS: {fileID: 4800000, guid: 7f888aff2ac86494babad1c2c5daeee2, type: 3} materialErrorPS: {fileID: 4800000, guid: 5fd9a8feb75a4b5894c241777f519d4e, type: 3} + coreBlitPS: {fileID: 4800000, guid: 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client/Assets/Beamable/Autogenerated.meta index 48347e9..31f73dc 100644 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync.meta +++ b/client/Assets/Beamable/Autogenerated.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 3a4c0dd2fc8f91c4080cd517ad952723 +guid: 2699e17295363457681e517d003d3dd7 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync.meta b/client/Assets/Beamable/Autogenerated/Microservices.meta similarity index 77% rename from client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync.meta rename to client/Assets/Beamable/Autogenerated/Microservices.meta index 1d7c73e..7b94455 100644 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/UnityAsync.meta +++ b/client/Assets/Beamable/Autogenerated/Microservices.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 3c4f17840791099489f97a792a139e12 +guid: 8d3109207c39b49779fd5d98fea2e7b0 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs b/client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs new file mode 100644 index 0000000..11007d9 --- /dev/null +++ b/client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs @@ -0,0 +1,70 @@ + +public class AutoGenMicroserviceClientSample +{ + /* + * INTRODUCTION + * --------------------------------------------------- + * + * This is a sample script that describes how you can use the auto-generated C#MS clients to have your Unity code, talk to your C#MSs. + * + * This script is in a common assembly definition, that is auto-referenced. This means that all auto-generated C#MS Clients that we create in this directory are accessible by any and all + * of your project by default. If you don't want this, you can disable the auto-reference here and manually add this AsmDef to any other AsmDef containing code that needs to talk to your + * C#MSs. + * + + * HOW TO TALK TO MICROSERVICES + * --------------------------------------------------- + * There are multiple ways you can use the generated code here: + * - Via Dependency Injection and BeamContextSystems + * - Via the BeamContext.Microservices().GetClient() or BeamContext.Microservices().{ServiceName}() extension methods. + * - Via "new ServiceName(beamContext)" passing in the BeamContext representing the authenticated player that wishes to talk to the C#MS. + * + * All of these ways give you a working C#MS client instance ready to use and talk to your local or remote C#MS. (If there's no locally deployed C#MS, it try to use the remote one instead). + * + + * DEPENDENCY INJECTION AND BEAM CONTEXT SYSTEMS + * --------------------------------------------------- + * + * Any C# class with the following attributes and static declaration can register itself to be a BeamContext system, in this case a singleton one. + + [BeamContextSystem] + public class SomeGameSystem + { + /// + /// Add this system as a singleton dependency of every . + /// + [RegisterBeamableDependencies()] + public static void RegisterService(IDependencyBuilder builder) => builder.AddScoped(); + } + + * Any BeamContextSystem can declare, via its constructors, other BeamContextSystems it cares about. The Beamable Dependency Injection system will provide an instance of type based on the + * registered services. + + public SomeGameSystem(SomeMicroserviceClient someMicroservice) + { + _someMicroservice = someMicroservice; + } + + * The above constructor would get an instance of the auto-generated SomeMicroserviceClient into the SomeGameSystem class. + * This is handled automatically by Beamable's DI-framework (it is heavily inspired by Microsoft's own .NET C# DI framework). + + * EXTENSION METHODS & NEW INSTANCES + * --------------------------------------------------- + * The BeamContext class has an Microservices() method that returns a MicroserviceClients object. This object has extension methods on them that we auto-generate for each C#MS. + * These return the existing C#MS client instance in the BeamContext's ServiceProvider that you can use to talk to the C#MS as the authenticated user of that BeamContext. + + BeamContext.Default.Microservices().SomeMicroservice(); + + * Alternatively, you can use the GetClient() to retrieve the same instance. + + BeamContext.Default.Microservices().GetClient(); + + * Finally, if you wish to, you can simply create a new instance of a C#MS client normally (via "new") and pass in the BeamContext you want it to use. Not passing in a BeamContext + * will make the client use the BeamContext.Default property. + + "new SomeMicroserviceClient(BeamContext.Default)" is the same as "new SomeMicroserviceClient()" + + * These are all the ways you can start talking to your C#MSs using our auto-generated Clients. + * + */ +} diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs.meta similarity index 83% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta rename to client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs.meta index 323d0dd..481e2d6 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta +++ b/client/Assets/Beamable/Autogenerated/Microservices/AutoGenMicroserviceClientSample.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 230fe34542e175245ba74b4659dae700 +guid: f2f3cd388045d4070aba79c2aa54f8a1 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef b/client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef new file mode 100644 index 0000000..4b3ff16 --- /dev/null +++ b/client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef @@ -0,0 +1,12 @@ +{ + "references":[ + "Beamable.Platform", + "Unity.Beamable", + "Unity.Beamable.Runtime.Common", + "Unity.Beamable.Server.Runtime", + "Unity.Beamable.Server.Runtime.Common", + "Unity.Beamable.Customer.Common" + ], + "name":"Unity.Beamable.Customer.MicroserviceClients", + "autoReferenced":true +} \ No newline at end of file diff --git a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML.meta b/client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef.meta similarity index 59% rename from client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML.meta rename to client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef.meta index c87a520..1580295 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML.meta +++ b/client/Assets/Beamable/Autogenerated/Microservices/Unity.Beamable.Customer.MicroserviceClients.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 34192c5e0d14aee43a0e86cc4823268a -TextScriptImporter: +guid: 721044b3a7dfc4dc0a21faeebc18653d +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/client/Assets/3rdParty/MuckSponge.meta b/client/Assets/Beamable/Common.meta similarity index 77% rename from client/Assets/3rdParty/MuckSponge.meta rename to client/Assets/Beamable/Common.meta index 5e0e4b9..7e1056b 100644 --- a/client/Assets/3rdParty/MuckSponge.meta +++ b/client/Assets/Beamable/Common.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 47f92962c2fb8fa4ca9dcffa61dcfe5e +guid: 0c3b250e3aaa94e6e8409fe1415c2d49 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/client/Assets/Beamable/Common/Sample.cs b/client/Assets/Beamable/Common/Sample.cs new file mode 100644 index 0000000..a91e215 --- /dev/null +++ b/client/Assets/Beamable/Common/Sample.cs @@ -0,0 +1,19 @@ + +public class SharedSample +{ + /* + * This is a sample script that can be + * accessed from your Unity scripts, + * as well as from Microservices. + * + * This script is in a common assembly + * definition, that is auto-referenced, + * and manually referenced by the Microservices. + * + * You can create your own assembly definitions, + * or simply use this one for any code + * that should be accessible from Unity + * and Microservice code. + */ +} + diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/client/Assets/Beamable/Common/Sample.cs.meta similarity index 83% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta rename to client/Assets/Beamable/Common/Sample.cs.meta index e6ade0c..79a1dbc 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta +++ b/client/Assets/Beamable/Common/Sample.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 188918ab119d93148aa0de59ccf5286b +guid: b2daff6b9eb584f4391b4d757b06fd00 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef b/client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef new file mode 100644 index 0000000..d346d47 --- /dev/null +++ b/client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef @@ -0,0 +1,10 @@ +{ + "references":[ + "Unity.Beamable.Runtime.Common", + "Unity.Beamable.Server.Runtime.Common", + "Unity.Beamable.Server.Runtime.Mocks", + "Beamable.SmallerJSON" + ], + "name":"Unity.Beamable.Customer.Common", + "autoReferenced":true +} \ No newline at end of file diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef.meta similarity index 59% rename from client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta rename to client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef.meta index 258ca87..da0aafe 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta +++ b/client/Assets/Beamable/Common/Unity.Beamable.Customer.Common.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 2e2c6224d345d9249acfa6e8ef40bb2d -TextScriptImporter: +guid: a4c700d7be4cd4945b5162fab36885ea +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/client/Assets/Beamable/DefaultAssets.meta b/client/Assets/Beamable/DefaultAssets.meta new file mode 100644 index 0000000..a23ada3 --- /dev/null +++ b/client/Assets/Beamable/DefaultAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ff74ade4f550447f89e4bafc7cbb54c4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/Beamable/DefaultAssets/currency.meta b/client/Assets/Beamable/DefaultAssets/currency.meta new file mode 100644 index 0000000..c7984b5 --- /dev/null +++ b/client/Assets/Beamable/DefaultAssets/currency.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 175d65ae9abd14f12a7a7530b0c65941 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/Beamable/DefaultAssets/currency/icon.png b/client/Assets/Beamable/DefaultAssets/currency/icon.png new file mode 100644 index 0000000..1224520 Binary files /dev/null and b/client/Assets/Beamable/DefaultAssets/currency/icon.png differ diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer.png.meta b/client/Assets/Beamable/DefaultAssets/currency/icon.png.meta similarity index 74% rename from client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer.png.meta rename to client/Assets/Beamable/DefaultAssets/currency/icon.png.meta index e058d1a..0f09a64 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Editor/Imgs/Footer.png.meta +++ b/client/Assets/Beamable/DefaultAssets/currency/icon.png.meta @@ -1,9 +1,9 @@ fileFormatVersion: 2 -guid: 7051dba417b3d53409f2918f1ea4938d +guid: f819a6beb22c04c8d9f8222f930252b5 TextureImporter: - internalIDToNameTable: [] + fileIDToRecycleName: {} externalObjects: {} - serializedVersion: 11 + serializedVersion: 9 mipmaps: mipMapMode: 0 enableMipMap: 0 @@ -23,7 +23,6 @@ TextureImporter: isReadable: 0 streamingMipmaps: 0 streamingMipmapsPriority: 0 - vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -32,16 +31,16 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: 1 - aniso: 1 - mipBias: 0 + filterMode: -1 + aniso: -1 + mipBias: -100 wrapU: 1 wrapV: 1 - wrapW: 1 + wrapW: -1 nPOTScale: 0 lightmap: 0 compressionQuality: 50 - spriteMode: 0 + spriteMode: 1 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 @@ -52,20 +51,27 @@ TextureImporter: alphaUsage: 1 alphaIsTransparency: 1 spriteTessellationDetail: -1 - textureType: 2 + textureType: 8 textureShape: 1 singleChannelComponent: 0 - flipbookRows: 1 - flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 - ignorePngGamma: 0 - applyGammaDecoding: 0 platformSettings: - - serializedVersion: 3 + - serializedVersion: 2 buildTarget: DefaultTexturePlatform - maxTextureSize: 256 + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 @@ -74,20 +80,17 @@ TextureImporter: allowsAlphaSplitting: 0 overridden: 0 androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] outline: [] physicsShape: [] bones: [] - spriteID: - internalID: 0 + spriteID: e3d51a0820e474fad8a4034eef1a5807 vertices: [] indices: edges: [] weights: [] - secondaryTextures: [] spritePackingTag: pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 diff --git a/client/Assets/Beamable/Editor/content/api.announcementApi.meta b/client/Assets/Beamable/Editor/content/api.announcementApi.meta new file mode 100644 index 0000000..618335c --- /dev/null +++ b/client/Assets/Beamable/Editor/content/api.announcementApi.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ad913cf039954c5684064904c9ee2a8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/Beamable/Editor/content/api.meta 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+folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant.meta b/client/Assets/Plugins/Demigiant.meta similarity index 77% rename from client/Assets/3rdParty/Demigiant.meta rename to client/Assets/Plugins/Demigiant.meta index 6970462..d04be84 100644 --- a/client/Assets/3rdParty/Demigiant.meta +++ b/client/Assets/Plugins/Demigiant.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f66dae227b5640b4fb60fb185b33c4d2 +guid: 7bfabd7c2a2f44121acfb534909715d5 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/client/Assets/3rdParty/Demigiant/DOTween.meta b/client/Assets/Plugins/Demigiant/DOTween.meta similarity index 100% rename from client/Assets/3rdParty/Demigiant/DOTween.meta rename to client/Assets/Plugins/Demigiant/DOTween.meta diff --git a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML b/client/Assets/Plugins/Demigiant/DOTween/DOTween.XML similarity index 87% rename from client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML rename to client/Assets/Plugins/Demigiant/DOTween/DOTween.XML index 11e9215..7b6f33d 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.XML +++ b/client/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -1,2769 +1,3089 @@ - - - - DOTween - - - - - Types of autoPlay behaviours - - - - No tween is automatically played - - - Only Sequences are automatically played - - - Only Tweeners are automatically played - - - All tweens are automatically played - - - - What axis to constrain in case of Vector tweens - - - - Called the first time the tween is set in a playing state, after any eventual delay - - - - Used in place of System.Func, which is not available in mscorlib. - - - - - Used in place of System.Action. - - - - - Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) - - - - - Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). - Contains all instance-based methods - - - - Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Used to interpret AnimationCurves as eases. - Public so it can be used by external ease factories - - - - - Behaviour in case a tween nested inside a Sequence fails - - - - If the Sequence contains other elements, kill the failed tween but preserve the rest - - - Kill the whole Sequence - - - - Additional notices passed to plugins when updating. - Public so it can be used by custom plugins. Internally, only PathPlugin uses it - - - - - None - - - - - Lets the plugin know that we restarted or rewinded - - - - - OnRewind callback behaviour (can only be set via DOTween's Utility Panel) - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. - When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded - - - - - Public only so custom shortcuts can access some of these methods - - - - - INTERNAL: used by DO shortcuts and Modules to set special startup mode - - - - - INTERNAL: used by DO shortcuts and Modules to set the tween as blendable - - - - - INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed - - - - - Used to dispatch commands that need to be captured externally, usually by Modules - - - - - Returns a Vector3 with z = 0 - - - - - Returns the 2D angle between two vectors - - - - - Uses approximate equality on each axis instead of Unity's Vector3 equality, - because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. - - - - - Looks for the type within all possible project assembly names - - - - NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Struct that stores two colors (used for LineRenderer tweens) - - - - - Used for tween callbacks - - - - - Used for tween callbacks - - - - - Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. - - - - - Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. - Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). - To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter - (do not use any of the other public PureQuaternionPlugin methods): - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - - Plug this plugin inside a DOTween.To call. - Example: - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - - Main DOTween class. Contains static methods to create and control tweens in a generic way - - - - DOTween's version - - - If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - Default: TRUE - - - Behaviour in case a tween nested inside a Sequence fails (caught by safe mode). - Default: NestedTweenFailureBehaviour.TryToPreserveSequence - - - If TRUE you will get a DOTween report when exiting play mode (only in the Editor). - Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. - Beware, this will slightly slow down your tweens while inside Unity Editor. - Default: FALSE - - - Global DOTween timeScale. - Default: 1 - - - If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens - (unless they're set as timeScaleIndependent, in which case a value between the last timestep - and will be used instead). - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - If is TRUE, this indicates the max timeStep that an independent update call can last. - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - DOTween's log behaviour. - Default: LogBehaviour.ErrorsOnly - - - Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. - Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. - This method must return a bool and accept two parameters: - - LogType: the type of Unity log that DOTween is trying to log - - object: the log message that DOTween wants to log - - - If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). - Deactivate this if you want to avoid gizmos overhead while in Unity Editor - - - If TRUE activates various debug options - - - Stores the target id so it can be used to give more info in case of safeMode error capturing. - Only active if both debugMode and useSafeMode are TRUE - - - Default updateType for new tweens. - Default: UpdateType.Normal - - - Sets whether Unity's timeScale should be taken into account by default or not. - Default: false - - - Default autoPlay behaviour for new tweens. - Default: AutoPlay.All - - - Default autoKillOnComplete behaviour for new tweens. - Default: TRUE - - - Default loopType applied to all new tweens. - Default: LoopType.Restart - - - If TRUE all newly created tweens are set as recyclable, otherwise not. - Default: FALSE - - - Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). - Default: Ease.InOutQuad - - - Default overshoot/amplitude used for eases - Default: 1.70158f - - - Default period used for eases - Default: 0 - - - Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance - - - - Must be called once, before the first ever DOTween call/reference, - otherwise it will be called automatically and will use default options. - Calling it a second time won't have any effect. - You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: - DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); - - If TRUE all new tweens will be set for recycling, meaning that when killed, - instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid - GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active - even if they were killed (since they might have been respawned and are now being used for other tweens). - If you want to automatically set your tween references to NULL when a tween is killed - you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - You can change this setting at any time by changing the static property, - or you can set the recycling behaviour for each tween separately, using: - SetRecyclable(bool recyclable) - Default: FALSE - If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - You can change this setting at any time by changing the static property. - Default: FALSE - Type of logging to use. - You can change this setting at any time by changing the static property. - Default: ErrorsOnly - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. - - If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else - (so that next time you use it it will need to be re-initialized) - - - - Clears all cached tween pools. - - - - - Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) - and returns the total number of invalid tweens found and removed. - IMPORTANT: this will cause an error on UWP platform, so don't use it there - BEWARE: this is a slightly expensive operation so use it with care - - - - - Updates all tweens that are set to . - - Manual deltaTime - Unscaled delta time (used with tweens set as timeScaleIndependent) - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using a custom plugin - The plugin to use. Each custom plugin implements a static Get() method - you'll need to call to assign the correct plugin in the correct way, like this: - CustomPlugin.Get() - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens only one axis of a Vector3 to the given value using default plugins. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - The axis to tween - - - Tweens only the alpha of a Color to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a virtual property from the given start to the given end value - and implements a setter that allows to use that value with an external method or a lambda - Example: - To(MyMethod, 0, 12, 0.5f); - Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) - The action to perform with the tweened value - The value to start from - The end value to reach - The duration of the virtual tween - - - - Punches a Vector3 towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The direction and strength of the punch - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the direction and the opposite decaying direction, - while 0 oscillates only between the starting position and the decaying direction - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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 and behave like a random punch. - If TRUE only shakes on the X Y axis (looks better with things like cameras). - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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 and behave like a random punch. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a property or field to the given values using default plugins. - Ease is applied between each segment and not as a whole. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end values to reach for each segment. This array must have the same length as durations - The duration of each segment. This array must have the same length as endValues - - - - Returns a new to be used for tween groups - - - - Completes all tweens and returns the number of actual tweens completed - (meaning tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Completes all tweens with the given ID or target and returns the number of actual tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Flips all tweens (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved - - - Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) - and returns the actual tweens involved - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - Eventual IDs or targets to exclude from the killing - - - Kills all tweens with the given ID or target and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Pauses all tweens and returns the number of actual tweens paused - - - Pauses all tweens with the given ID or target and returns the number of actual tweens paused - (meaning the tweens that were actually playing and have been paused) - - - Plays all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing or complete) - - - Plays all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays backwards all tweens and returns the number of actual tweens played - (meaning tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays forward all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Restarts all tweens, then returns the number of actual tweens restarted - - - Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Rewinds and pauses all tweens, then returns the number of actual tweens rewinded - (meaning tweens that were not already rewinded) - - - Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded - (meaning the tweens that were not already rewinded) - - - Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded - (meaning tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded - (meaning the tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Toggles the play state of all tweens and returns the number of actual tweens toggled - (meaning tweens that could be played or paused, depending on the toggle state) - - - Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled - (meaning the tweens that could be played or paused, depending on the toggle state) - - - - Returns TRUE if a tween with the given ID or target is active. - You can also use this to know if a shortcut tween is active for a given target. - Example: - transform.DOMoveX(45, 1); // transform is automatically added as the tween target - DOTween.IsTweening(transform); // Returns true - - The target or ID to look for - If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, - otherwise also requires it to be playing - - - - Returns the total number of active and playing tweens. - A tween is considered as playing even if its delay is actually playing - - - - - Returns a list of all active tweens in a playing state. - Returns NULL if there are no active playing tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens in a paused state. - Returns NULL if there are no active paused tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given id. - Returns NULL if there are no active tweens with the given id. - Beware: each time you call this method a new list is generated - - If TRUE returns only the tweens with the given ID that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given target. - Returns NULL if there are no active tweens with the given target. - Beware: each time you call this method a new list is generated - If TRUE returns only the tweens with the given target that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - - Creates virtual tweens that can be used to change other elements via their OnUpdate calls - - - - - Tweens a virtual float. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type float, called at each update - - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual overshoot to use with Back ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual amplitude to use with Elastic easeType - Eventual period to use with Elastic easeType - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The AnimationCurve to use for ease - - - Fires the given callback after the given time. - Callback delay - Callback to fire when the delay has expired - If TRUE (default) ignores Unity's timeScale - - - - Don't assign this! It's assigned automatically when creating 0 duration tweens - - - - - Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function - - - - - Allows to wrap ease method in special ways, adding extra features - - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Ease type - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - AnimationCurve to use for the ease - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Custom ease function to use - - - - Used to allow method chaining with DOTween.Init - - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Behaviour that can be assigned when chaining a SetLink to a tween - - - - Pauses the tween when the link target is disabled - - - Pauses the tween when the link target is disabled, plays it when it's enabled - - - Pauses the tween when the link target is disabled, restarts it when it's enabled - - - Plays the tween when the link target is enabled - - - Restarts the tween when the link target is enabled - - - Kills the tween when the link target is disabled - - - Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen - - - Completes the tween when the link target is disabled - - - Completes and kills the tween when the link target is disabled - - - Rewinds the tween (delay excluded) when the link target is disabled - - - Rewinds and kills the tween when the link target is disabled - - - - Path mode (used to determine correct LookAt orientation) - - - - Ignores the path mode (and thus LookAt behaviour) - - - Regular 3D path - - - 2D top-down path - - - 2D side-scroller path - - - - Type of path to use with DOPath tweens - - - - Linear, composed of straight segments between each waypoint - - - Curved path (which uses Catmull-Rom curves) - - - EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) - - - - Path control point - - - - - Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector - - - - - Gets the point on the path at the given percentage (0 to 1) - - The percentage (0 to 1) at which to get the point - If TRUE constant speed is taken into account, otherwise not - - - - Base interface for all tween plugins options - - - - Resets the plugin - - - - This plugin generates some GC allocations at startup - - - - - Path plugin works exclusively with Transforms - - - - - Rotation mode used with DORotate methods - - - - - Fastest way that never rotates beyond 360° - - - - - Fastest way that rotates beyond 360° - - - - - Adds the given rotation to the transform using world axis and an advanced precision mode - (like when using transform.Rotate(Space.World)). - In this mode the end value is is always considered relative - - - - - Adds the given rotation to the transform's local axis - (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). - In this mode the end value is is always considered relative - - - - - Type of scramble to apply to string tweens - - - - - No scrambling of characters - - - - - A-Z + a-z + 0-9 characters - - - - - A-Z characters - - - - - a-z characters - - - - - 0-9 characters - - - - - Custom characters - - - - - Methods that extend Tween objects and allow to control or get data from them - - - - Completes the tween - - - Completes the tween - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Flips the direction of this tween (backwards if it was going forward or viceversa) - - - Forces the tween to initialize its settings immediately - - - Send the tween to the given position in time - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Kills the tween - If TRUE completes the tween before killing it - - - Pauses the tween - - - Plays the tween - - - Sets the tween in a backwards direction and plays it - - - Sets the tween in a forward direction and plays it - - - Restarts the tween from the beginning - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it - - - Rewinds and pauses the tween - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - - - Smoothly rewinds the tween (delays excluded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Plays the tween if it was paused, pauses it if it was playing - - - Send a path tween to the given waypoint. - Has no effect if this is not a path tween. - BEWARE, this is a special utility method: - it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually - (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) - Waypoint index to reach - (if higher than the max waypoint index the tween will simply go to the last one) - If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it - - - - Creates a yield instruction that waits until the tween is killed or complete. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForCompletion(); - - - - - Creates a yield instruction that waits until the tween is killed or rewinded. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForRewind(); - - - - - Creates a yield instruction that waits until the tween is killed. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForKill(); - - - - - Creates a yield instruction 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. - Example usage:yield return myTween.WaitForElapsedLoops(2); - - Elapsed loops to wait for - - - - Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForPosition(2.5f); - - Position (loops included, delays excluded) to wait for - - - - Creates a yield instruction 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. - Example usage:yield return myTween.WaitForStart(); - - - - Returns the total number of loops completed by this tween - - - Returns the eventual delay set for this tween - - - Returns the eventual elapsed delay set for this tween - - - Returns the duration of this tween (delays excluded). - NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts - If TRUE returns the full duration loops included, - otherwise the duration of a single loop cycle - - - Returns the elapsed time for this tween (delays exluded) - If TRUE returns the elapsed time since startup loops included, - otherwise the elapsed time within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded) - If TRUE returns the elapsed percentage since startup loops included, - otherwise the elapsed percentage within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded), - based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 - - - Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. - BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. - When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. - If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - - - Returns TRUE if this tween was reversed and is set to go backwards - - - Returns TRUE if the tween is complete - (silently fails and returns FALSE if the tween has been killed) - - - Returns TRUE if this tween has been initialized - - - Returns TRUE if this tween is playing - - - Returns the total number of loops set for this tween - (returns -1 if the loops are infinite) - - - - Returns a point on a path based on the given path percentage. - Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - Percentage of the path (0 to 1) on which to get the point - - - - Returns an array of points that can be used to draw the path. - Note that this method generates allocations, because it creates a new array. - Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - How many points to create for each path segment (waypoint to waypoint). - Only used in case of non-Linear paths - - - - Returns the length of a path. - Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - - - - Types of loop - - - - Each loop cycle restarts from the beginning - - - The tween moves forward and backwards at alternate cycles - - - Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". - In case of String tweens works only if the tween is set as relative - - - - Controls other tweens as a group - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - - - - Tweens a Camera's aspect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's backgroundColor to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's farClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's fieldOfView to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's nearClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's orthographicSize to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's pixelRect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's rect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a Light's color to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's intensity to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's shadowStrength to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a LineRenderer's color to the given value. - Also stores the LineRenderer as the tween's target so it can be used for filtered operations. - Note that this method requires to also insert the start colors for the tween, - since LineRenderers have no way to get them. - The start value to tween from - The end value to reachThe duration of the tween - - - Tweens a Material's color to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's named color property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color 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 - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's alpha color with the given ID to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's named float property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named float 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 - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's texture offset to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture offset property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's texture scale to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture scale property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector 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 - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a TrailRenderer's startWidth/endWidth to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end startWidth to reachThe end endWidth to reach - The duration of the tween - - - Tweens a TrailRenderer's time to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's rotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localRotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale uniformly to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's X localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Y localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Z localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's rotation so that it will look towards the given position. - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - Punches a Transform's localPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - The direction and strength of the punch (added to the Transform's current position) - The duration of the tween - Indicates how much will the punch vibrate - 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 - If TRUE the tween will smoothly snap all values to integers - - - Punches a Transform's localScale towards the given size and then back to the starting one - as if it was connected to the starting scale via an elastic. - The punch strength (added to the Transform's current scale) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - 1 creates a full oscillation between the punch scale and the opposite scale, - while 0 oscillates only between the punch scale and the start scale - - - Punches a Transform's localRotation towards the given size and then back to the starting one - as if it was connected to the starting rotation via an elastic. - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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. - If TRUE the tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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. - If TRUE the tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - 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. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoints to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoint to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's position via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's localPosition via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - Tweens a Tween's timeScale to the given value. - Also stores the Tween as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light'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 Light as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material'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 Material as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's named color property 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 Material as the tween's target so it can be used for filtered operations - The value to tween to - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color property with the given ID 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 Material as the tween's target so it can be used for filtered operations - The value to tween to - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Transform's position BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - Punches a Transform's localRotation BY the given value and then back to the starting one - as if it was connected to the starting rotation via an elastic. Does it in a way that allows other - DOBlendableRotate tweens to work together on the same target - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableScale tweens to work together on the same target, - instead than fight each other as multiple DOScale would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - This class serves only as a utility class to store tween settings to apply on multiple tweens. - It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining - - - - A variable you can eventually Clear and reuse when needed, - to avoid instantiating TweenParams objects - - - Creates a new TweenParams object, which you can use to store tween settings - to pass to multiple tweens via myTween.SetAs(myTweenParms) - - - Clears and resets this TweenParams instance using default values, - so it can be reused without instantiating another one - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) - Eventual period to use with Elastic easeType (default is 0) - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function. - If applied to Sequences eases the whole sequence animation - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) - and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update (default or independent) for the tween - The type of update (default: UpdateType.Normal) - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween. - Called when a path tween reaches a new waypoint - - - Sets a delayed startup for the tween. - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - - Methods that extend Tween objects and allow to set their parameters - - - - Sets the autoKill behaviour of the tween to TRUE. - Has no effect if the tween has already started or if it's added to a Sequence - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started or if it's added to a Sequence - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) - The string ID to assign to this tween. - - - Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) - The int ID to assign to this tween. - - - Allows to link this tween to a GameObject - so that it will be automatically killed when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - - - Allows to link this tween to a GameObject and assign a behaviour depending on it. - This will also automatically kill the tween when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - The behaviour to use ( is always evaluated even if you choose another one) - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an integer and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - Eventual period to use with Elastic or Flash easeType (default is 0). - In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. - 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. - - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). - If applied to Sequences eases the whole sequence animation - - - Allows the tween to be recycled after being killed. - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update for the tween - The type of update (defalt: UpdateType.Normal) - - - Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale - The type of update - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween, clearing any previous onStart callback that was set. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onPause callback for the tween, clearing any previous onPause callback that was set. - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween, clearing any previous onKill callback that was set. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. - Called when a path tween's current waypoint changes - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. - Doesn't copy specific SetOptions settings: those will need to be applied manually each time. - Has no effect if the tween has already started. - NOTE: the tween's target will not be changed - Tween from which to copy the parameters - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. - Has no effect if the tween has already started. - TweenParams from which to copy the parameters - - - Adds the given tween to the end of the Sequence. - Has no effect if the Sequence has already started - The tween to append - - - Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The tween to prepend - - - Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence. - Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. - Has no effect if the Sequence has already started - - - Inserts the given tween at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the tween will be placed - The tween to insert - - - Adds the given interval to the end of the Sequence. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given callback to the end of the Sequence. - Has no effect if the Sequence has already started - The callback to append - - - Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The callback to prepend - - - Inserts the given callback at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the callback will be placed - The callback to insert - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - If TRUE the FROM value will be calculated as relative to the current one - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Alpha value to start from (in case of Fade tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - - - Sets a delayed startup for the tween. - In case of Sequences behaves the same as , - which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). - Has no effect if the tween has already started - - - EXPERIMENTAL: implemented in v1.2.340. - Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. - Has no effect if the tween has already started - Only used by types: If FALSE sets the delay as a one-time occurrence - (defaults to this for types), - otherwise as a Sequence interval which will repeat at the beginning of every loop cycle - - - Sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - Options for float tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Quaternion tweens - If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. - If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative - - - Options for Color tweens - If TRUE only the alpha value of the color will be tweened - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE, rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text - The type of scramble to use, if any - 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 to use default ones - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Path tweens (created via the DOPath shortcut) - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Options for Path tweens (created via the DOPath shortcut) - If TRUE the path will be automatically closed - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target to the path, with the given lookAhead. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the path with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - If TRUE doesn't rotate the target along the Z axis - - - - Types of log behaviours - - - - Log only warnings and errors - - - Log warnings, errors and additional infos - - - Log only errors - - - - Indicates either a Tweener or a Sequence - - - - TimeScale for the tween - - - If TRUE the tween wil go backwards - - - Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int - (use or for those) - - - String ID (usable for filtering with DOTween static methods). 2X faster than using an object id - - - Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. - Default is -999 so avoid using an ID like that or it will capture all unset intIds - - - Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts - - - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Called each time the tween updates - - - Called the moment the tween completes one loop cycle - - - Called the moment the tween reaches completion (loops included) - - - Called the moment the tween is killed - - - Called when a path tween's current waypoint changes - - - Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative - - - - Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option - - - - FALSE when tween is (or should be) despawned - set only by TweenManager - - - Gets and sets the time position (loops included, delays excluded) of the tween - - - Returns TRUE if the tween is set to loop (either a set number of times or infinitely) - - - TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed - - - Time position within a single loop cycle - - - - Animates a single value - - - - Changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Used internally - - - - - Update type - - - - Updates every frame during Update calls - - - Updates every frame during LateUpdate calls - - - Updates using FixedUpdate calls - - - Updates using manual update calls - - - + + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + + + + If the Sequence contains other elements, kill the failed tween but preserve the rest + + + Kill the whole Sequence + + + + Log types thrown by errors captured and prevented by safe mode + + + + No logs. NOT RECOMMENDED + + + Throw a normal log + + + Throw a warning log (default) + + + Throw an error log + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Various utils + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type within all possible project assembly names + + + + NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Extra non-tweening-related curve methods + + + + + Cubic bezier curve methods + + + + + Calculates a point along the given Cubic Bezier segment-curve. + + Segment start point + Start point's control point/handle + Segment end point + End point's control point/handle + 0-1 percentage along which to retrieve point + + + + Returns an array containing a series of points along the given Cubic Bezier segment-curve. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + Log type when safe mode reports capturing an error and preventing it + + + Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + Default: NestedTweenFailureBehaviour.TryToPreserveSequence + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween global timeScale (default: 1). + The final timeScale of a non-timeScaleIndependent tween is: + Unity's Time.timeScale * DOTween.timeScale * tween.timeScale + while the final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). + The final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. + This method must return a bool and accept two parameters: + - LogType: the type of Unity log that DOTween is trying to log + - object: the log message that DOTween wants to log + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + If TRUE activates various debug options + + + Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both debugMode and useSafeMode are TRUE + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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 and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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 and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups. + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the overload instead of this one + + + + + Returns a new to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + + The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active tweens (so both Tweeners and Sequences). + A tween is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Tweeners. + A Tweener is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Sequences. + A Sequence is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a the total number of active tweens with the given id. + + If TRUE returns only the tweens with the given ID that are currently playing + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type int, called at each update + + + + Tweens a virtual Vector2. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Color, called at each update + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + Completes the tween when the link target is disabled + + + Completes and kills the tween when the link target is disabled + + + Rewinds the tween (delay excluded) when the link target is disabled + + + Rewinds and kills the tween when the link target is disabled + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) + + + + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + + + + + Path control point + + + + + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + + + + + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Type of randomness to apply to a shake tween + + + + Default, full randomness + + + Creates a more balanced randomness that looks more harmonic + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens, + where it will complete them immediately instead of waiting for the next internal update routine + (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+ + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Send the tween to the given position in time while also executing any callback between the previous time position and the new one + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + + Forces this tween to update manually, regardless of the set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. + Also note that if you only want to update this tween instance manually you'll have to set it to anyway, + so that it's not updated automatically. + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction 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. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction 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. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the eventual elapsed delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + NOTE: To check if a tween was simply set to go backwards see . + Returns TRUE if this tween is going backwards for any of these reasons: + - The tween was reversed and is going backwards on a straight loop + - The tween was reversed and is going backwards on an odd Yoyo loop + - The tween is going forward but on an even Yoyo loop + IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, + so for example in a callback at the end of a Yoyo loop step this method will never return FALSE + because the frame will never end exactly there and the tween will already be going backwards when the callback is fired + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color 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 + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float 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 + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector 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 + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + 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 + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light'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 Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material'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 Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property 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 Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID 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 Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be inverted, otherwise it won't + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + /// <param name="callback">The callback to prepend</param> + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue. + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Alpha value to start from (in case of Fade tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Sets a delayed startup for the tween. + In case of Sequences behaves the same as , + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). + Has no effect if the tween has already started + + + EXPERIMENTAL: implemented in v1.2.340. + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. + Has no effect if the tween has already started + Only used by types: If FALSE sets the delay as a one-time occurrence + (defaults to this for types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + 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 to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for ShapeCircle tweens + If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + If TRUE doesn't rotate the target along the Z axis + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween will play backwards + + + If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction) + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + Returns TRUE if the tween is set to loop (either a set number of times or infinitely) + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + +
+
diff --git a/client/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/client/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta new file mode 100644 index 0000000..7a866b5 --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 34192c5e0d14aee43a0e86cc4823268a +TextScriptImporter: + userData: diff --git a/client/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/client/Assets/Plugins/Demigiant/DOTween/DOTween.dll new file mode 100644 index 0000000..57112d3 Binary files /dev/null and b/client/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ diff --git a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll.meta b/client/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta similarity index 55% rename from client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll.meta rename to client/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta index d0a5a8e..482dbb8 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/DOTween.dll.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta @@ -1,30 +1,19 @@ fileFormatVersion: 2 guid: a811bde74b26b53498b4f6d872b09b6d PluginImporter: - externalObjects: {} - serializedVersion: 2 + serializedVersion: 1 iconMap: {} executionOrder: {} - defineConstraints: [] isPreloaded: 0 - isOverridable: 0 - isExplicitlyReferenced: 0 - validateReferences: 1 platformData: - - first: - Any: - second: + Any: enabled: 1 settings: {} - - first: - Editor: Editor - second: + Editor: enabled: 0 settings: DefaultValueInitialized: true - - first: - Windows Store Apps: WindowsStoreApps - second: + WindowsStoreApps: enabled: 0 settings: CPU: AnyCPU diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor.meta b/client/Assets/Plugins/Demigiant/DOTween/Editor.meta similarity index 100% rename from client/Assets/3rdParty/Demigiant/DOTween/Editor.meta rename to client/Assets/Plugins/Demigiant/DOTween/Editor.meta diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML similarity index 69% rename from client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML rename to client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML index 9ebc231..592e427 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Editor/DOTweenEditor.XML +++ b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -1,107 +1,144 @@ - - - - DOTweenEditor - - - - - Starts the update loop of tween in the editor. Has no effect during playMode. - - Eventual callback to call after every update - - - - Stops the update loop and clears the onPreviewUpdated callback. - - If TRUE also resets the tweened objects to their original state - - - - Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. - - The tween to ready - If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) - If TRUE prevents the tween from being auto-killed at completion - If TRUE starts playing the tween immediately - - - Full major version + first minor version (ex: 2018.1f) - - - Major version - - - First minor version (ex: in 2018.1 it would be 1) - - - - Checks that the given editor texture use the correct import settings, - and applies them if they're incorrect. - - - - - Returns TRUE if setup is required - - - - - Returns TRUE if the file/directory at the given path exists. - - Path, relative to Unity's project folder - - - - - Converts the given project-relative path to a full path, - with backward (\) slashes). - - - - - Converts the given full path to a path usable with AssetDatabase methods - (relative to Unity's project folder, and with the correct Unity forward (/) slashes). - - - - - Connects to a asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, either returns NULL or automatically creates it before loading and returning it - (depending on the given parameters). - - Asset type - File path (relative to Unity's project folder) - If TRUE and the requested asset doesn't exist, forces its creation - - - - Full path for the given loaded assembly, assembly file included - - - - - Adds the given global define if it's not already present - - - - - Removes the given global define if it's present - - - - - Returns TRUE if the given global define is present in all the - or only in the given , depending on passed parameters. - - - to use. Leave NULL to check in all of them. - - - - Not used as menu item anymore, but as a utiity function - - - - + + + + DOTweenEditor + + + + + Contains compatibility methods taken from DemiEditor (for when DOTween is without it) + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account + + + + + Starts the update loop of tween in the editor. Has no effect during playMode. + + Eventual callback to call after every update + + + + Stops the update loop and clears the onPreviewUpdated callback. + + If TRUE also resets the tweened objects to their original state. + Note that this works by calling Rewind on all tweens, so it will work correctly + only if you have a single tween type per object and it wasn't killed + If TRUE also kills any cached tween + + + + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + + The tween to ready + If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) + If TRUE prevents the tween from being auto-killed at completion + If TRUE starts playing the tween immediately + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if setup is required + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + + + + + Connects to a asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + + Adds the given global define if it's not already present + + + + + Removes the given global define if it's present + + + + + Returns TRUE if the given global define is present in all the + or only in the given , depending on passed parameters. + + + to use. Leave NULL to check in all of them. + + + + Not used as menu item anymore, but as a utility function + + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + diff --git a/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..7cec113 --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 2e2c6224d345d9249acfa6e8ef40bb2d +TextScriptImporter: + userData: diff --git a/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll new file mode 100644 index 0000000..4911a86 Binary files /dev/null and b/client/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll differ diff --git 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b/client/Assets/Plugins/Demigiant/DOTween/Modules.meta similarity index 100% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules.meta diff --git a/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef new file mode 100644 index 0000000..42ef5ab --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef @@ -0,0 +1,3 @@ +{ + "name": "DOTween.Modules" +} diff --git a/client/Assets/3rdParty/Demigiant/DOTween/readme.txt.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef.meta similarity index 59% rename from client/Assets/3rdParty/Demigiant/DOTween/readme.txt.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef.meta index ae44bf2..09bb877 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/readme.txt.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTween.Modules.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 5318fc255a5dd55418031c0c5e36953c -TextScriptImporter: +guid: 619693ee852654b3991778e2861afd54 +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs similarity index 97% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs index c195b6c..b5afb24 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -1,202 +1,198 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER -using System; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; -using UnityEngine; -#if UNITY_5 || UNITY_2017_1_OR_NEWER -using UnityEngine.Audio; // Required for AudioMixer -#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModuleAudio - { - #region Shortcuts - - #region Audio - - /// Tweens an AudioSource's volume to the given value. - /// Also stores the AudioSource as the tween's target so it can be used for filtered operations - /// The end value to reach (0 to 1)The duration of the tween - public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) - { - if (endValue < 0) endValue = 0; - else if (endValue > 1) endValue = 1; - TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens an AudioSource's pitch to the given value. - /// Also stores the AudioSource as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - -#if UNITY_5 || UNITY_2017_1_OR_NEWER - #region AudioMixer (Unity 5 or Newer) - - /// Tweens an AudioMixer's exposed float to the given value. - /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. - /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. - /// Name given to the exposed float to set - /// The end value to reachThe duration of the tween - public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) - { - TweenerCore t = DOTween.To(()=> { - float currVal; - target.GetFloat(floatName, out currVal); - return currVal; - }, x=> target.SetFloat(floatName, x), endValue, duration); - t.SetTarget(target); - return t; - } - - #region Operation Shortcuts - - /// - /// Completes all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens completed - /// (meaning the tweens that don't have infinite loops and were not already complete) - /// - /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, - /// otherwise they will be ignored - public static int DOComplete(this AudioMixer target, bool withCallbacks = false) - { - return DOTween.Complete(target, withCallbacks); - } - - /// - /// Kills all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens killed. - /// - /// If TRUE completes the tween before killing it - public static int DOKill(this AudioMixer target, bool complete = false) - { - return DOTween.Kill(target, complete); - } - - /// - /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens flipped. - /// - public static int DOFlip(this AudioMixer target) - { - return DOTween.Flip(target); - } - - /// - /// Sends to the given position all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens involved. - /// - /// Time position to reach - /// (if higher than the whole tween duration the tween will simply reach its end) - /// If TRUE will play the tween after reaching the given position, otherwise it will pause it - public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) - { - return DOTween.Goto(target, to, andPlay); - } - - /// - /// Pauses all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens paused. - /// - public static int DOPause(this AudioMixer target) - { - return DOTween.Pause(target); - } - - /// - /// Plays all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlay(this AudioMixer target) - { - return DOTween.Play(target); - } - - /// - /// Plays backwards all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlayBackwards(this AudioMixer target) - { - return DOTween.PlayBackwards(target); - } - - /// - /// Plays forward all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens played. - /// - public static int DOPlayForward(this AudioMixer target) - { - return DOTween.PlayForward(target); - } - - /// - /// Restarts all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens restarted. - /// - public static int DORestart(this AudioMixer target) - { - return DOTween.Restart(target); - } - - /// - /// Rewinds all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens rewinded. - /// - public static int DORewind(this AudioMixer target) - { - return DOTween.Rewind(target); - } - - /// - /// Smoothly rewinds all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens rewinded. - /// - public static int DOSmoothRewind(this AudioMixer target) - { - return DOTween.SmoothRewind(target); - } - - /// - /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - /// (meaning tweens that were started from this target, or that had this target added as an Id) - /// and returns the total number of tweens involved. - /// - public static int DOTogglePause(this AudioMixer target) - { - return DOTween.TogglePause(target); - } - - #endregion - - #endregion -#endif - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using UnityEngine; +using UnityEngine.Audio; // Required for AudioMixer + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region AudioMixer + + /// Tweens an AudioMixer's exposed float to the given value. + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. + /// Name given to the exposed float to set + /// The end value to reachThe duration of the tween + public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore t = DOTween.To(()=> { + float currVal; + target.GetFloat(floatName, out currVal); + return currVal; + }, x=> target.SetFloat(floatName, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #region Operation Shortcuts + + /// + /// Completes all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens completed + /// (meaning the tweens that don't have infinite loops and were not already complete) + /// + /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// + /// Kills all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens killed. + /// + /// If TRUE completes the tween before killing it + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens flipped. + /// + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// + /// Sends to the given position all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + /// Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end) + /// If TRUE will play the tween after reaching the given position, otherwise it will pause it + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// + /// Pauses all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens paused. + /// + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// + /// Plays all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// + /// Plays backwards all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// + /// Plays forward all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// + /// Restarts all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens restarted. + /// + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// + /// Rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// + /// Smoothly rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta similarity index 73% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta index 5568217..50aa010 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -1,11 +1,8 @@ fileFormatVersion: 2 guid: b766d08851589514b97afb23c6f30a70 MonoImporter: - externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 0000000..743ef0a --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +#if false || EPO_DOTWEEN // MODULE_MARKER + +using EPOOutline; +using DG.Tweening.Plugins.Options; +using DG.Tweening; +using DG.Tweening.Core; + +namespace DG.Tweening +{ + public static class DOTweenModuleEPOOutline + { + public static int DOKill(this SerializedPass target, bool complete) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static int DOKill(this Outliner target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Controls the alpha (transparency) of the outline + /// + public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + /// + /// Controls the color of the outline + /// + public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + } +} +#endif diff --git a/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta new file mode 100644 index 0000000..4b8991f --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs similarity index 98% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs index 08b0700..6e1469e 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -1,216 +1,216 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true // MODULE_MARKER -using System; -using DG.Tweening.Core; -using DG.Tweening.Core.Enums; -using DG.Tweening.Plugins; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; -using UnityEngine; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModulePhysics - { - #region Shortcuts - - #region Rigidbody - - /// Tweens a Rigidbody's position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's X position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's Y position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's Z position to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody's rotation to the given value. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// Rotation mode - public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); - t.SetTarget(target); - t.plugOptions.rotateMode = mode; - return t; - } - - /// Tweens a Rigidbody's rotation so that it will look towards the given position. - /// Also stores the rigidbody as the tween's target so it can be used for filtered operations - /// The position to look atThe duration of the tween - /// Eventual axis constraint for the rotation - /// The vector that defines in which direction up is (default: Vector3.up) - public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) - .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); - t.plugOptions.axisConstraint = axisConstraint; - t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; - return t; - } - - #region Special - - /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. - /// Returns a Sequence instead of a Tweener. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) - { - if (numJumps < 1) numJumps = 1; - float startPosY = 0; - float offsetY = -1; - bool offsetYSet = false; - Sequence s = DOTween.Sequence(); - Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) - .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() - .SetLoops(numJumps * 2, LoopType.Yoyo) - .OnStart(() => startPosY = target.position.y); - s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) - .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) - ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) - .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) - ).Join(yTween) - .SetTarget(target).SetEase(DOTween.defaultEaseType); - yTween.OnUpdate(() => { - if (!offsetYSet) { - offsetYSet = true; - offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; - } - Vector3 pos = target.position; - pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); - target.MovePosition(pos); - }); - return s; - } - - /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. - /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOPath. - /// The waypoints to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOPath( - this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - return t; - } - /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations - /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOLocalPath. - /// The waypoint to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOLocalPath( - this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - // Used by path editor when creating the actual tween, so it can pass a pre-compiled path - internal static TweenerCore DOPath( - this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - return t; - } - internal static TweenerCore DOLocalPath( - this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D - ) - { - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) - .SetTarget(target); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics + { + #region Shortcuts + + #region Rigidbody + + /// Tweens a Rigidbody's position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's X position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Y position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Z position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's rotation to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// Rotation mode + public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// Tweens a Rigidbody's rotation so that it will look towards the given position. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The position to look atThe duration of the tween + /// Eventual axis constraint for the rotation + /// The vector that defines in which direction up is (default: Vector3.up) + public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); + t.plugOptions.axisConstraint = axisConstraint; + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; + return t; + } + + #region Special + + /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta similarity index 73% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta index 42a0566..0ce0d75 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -1,11 +1,8 @@ fileFormatVersion: 2 guid: dae9aa560b4242648a3affa2bfabc365 MonoImporter: - externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs similarity index 86% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs index eab2cbf..d668003 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -1,168 +1,193 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER -using System; -using DG.Tweening.Core; -using DG.Tweening.Plugins; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; -using UnityEngine; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModulePhysics2D - { - #region Shortcuts - - #region Rigidbody2D Shortcuts - - /// Tweens a Rigidbody2D's position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's X position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's Y position to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// Tweens a Rigidbody2D's rotation to the given value. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); - t.SetTarget(target); - return t; - } - - #region Special - - /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. - /// Returns a Sequence instead of a Tweener. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. - /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static Sequence DOJump(this Rigidbody2D 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; - Sequence s = DOTween.Sequence(); - Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) - .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() - .SetLoops(numJumps * 2, LoopType.Yoyo) - .OnStart(() => startPosY = target.position.y); - s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) - .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) - ).Join(yTween) - .SetTarget(target).SetEase(DOTween.defaultEaseType); - yTween.OnUpdate(() => { - if (!offsetYSet) { - offsetYSet = true; - offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; - } - Vector3 pos = target.position; - pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); - target.MovePosition(pos); - }); - return s; - } - - /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. - /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOPath. - /// The waypoints to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOPath( - this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - int len = path.Length; - Vector3[] path3D = new Vector3[len]; - for (int i = 0; i < len; ++i) path3D[i] = path[i]; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - return t; - } - /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. - /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations - /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. - /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). - /// If you plan to publish there you should use a regular transform.DOLocalPath. - /// The waypoint to go through - /// The duration of the tween - /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - /// The path mode: 3D, side-scroller 2D, top-down 2D - /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) - public static TweenerCore DOLocalPath( - this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, - PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null - ) - { - if (resolution < 1) resolution = 1; - int len = path.Length; - Vector3[] path3D = new Vector3[len]; - for (int i = 0; i < len; ++i) path3D[i] = path[i]; - Transform trans = target.transform; - TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) - .SetTarget(target).SetUpdate(UpdateType.Fixed); - - t.plugOptions.isRigidbody = true; - t.plugOptions.mode = pathMode; - t.plugOptions.useLocalPosition = true; - return t; - } - - #endregion - - #endregion - - #endregion - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics2D + { + #region Shortcuts + + #region Rigidbody2D Shortcuts + + /// Tweens a Rigidbody2D's position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's X position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's Y position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's rotation to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody2D 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; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..ca9ed29 --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 230fe34542e175245ba74b4659dae700 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs similarity index 97% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs index 549fff3..0efebb3 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -1,93 +1,93 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER -using System; -using UnityEngine; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Options; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModuleSprite - { - #region Shortcuts - - #region SpriteRenderer - - /// Tweens a SpriteRenderer's color to the given value. - /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a Material's alpha color to the given value. - /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// Tweens a SpriteRenderer'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 - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) - { - Sequence s = DOTween.Sequence(); - GradientColorKey[] colors = gradient.colorKeys; - int len = colors.Length; - for (int i = 0; i < len; ++i) { - GradientColorKey c = colors[i]; - if (i == 0 && c.time <= 0) { - target.color = c.color; - continue; - } - float colorDuration = i == len - 1 - ? duration - s.Duration(false) // Verifies that total duration is correct - : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); - s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); - } - s.SetTarget(target); - return s; - } - - #endregion - - #region Blendables - - #region SpriteRenderer - - /// Tweens a SpriteRenderer'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 SpriteRenderer as the tween's target so it can be used for filtered operations - /// The value to tween toThe duration of the tween - public static Tweener DOBlendableColor(this SpriteRenderer 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 - } -} -#endif +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleSprite + { + #region Shortcuts + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's alpha color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a SpriteRenderer'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 + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region Blendables + + #region SpriteRenderer + + /// Tweens a SpriteRenderer'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 SpriteRenderer as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this SpriteRenderer 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 + } +} +#endif diff --git a/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..a0c67c4 --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 188918ab119d93148aa0de59ccf5286b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs similarity index 93% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs index ee32bed..6322b3a 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -1,634 +1,662 @@ -// 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 System.Globalization; -using UnityEngine; -using UnityEngine.UI; -using DG.Tweening.Core; -using DG.Tweening.Core.Enums; -using DG.Tweening.Plugins.Options; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - public static class DOTweenModuleUI - { - #region Shortcuts - - #region CanvasGroup - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region Graphic - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this Graphic target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this Graphic target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region Image - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this Image target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this Image target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reach (0 to 1)The duration of the tween - public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) - { - if (endValue > 1) endValue = 1; - else if (endValue < 0) endValue = 0; - TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The gradient to useThe duration of the tween - public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration) - { - Sequence s = DOTween.Sequence(); - GradientColorKey[] colors = gradient.colorKeys; - int len = colors.Length; - for (int i = 0; i < len; ++i) { - GradientColorKey c = colors[i]; - if (i == 0 && c.time <= 0) { - target.color = c.color; - continue; - } - float colorDuration = i == len - 1 - ? duration - s.Duration(false) // Verifies that total duration is correct - : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); - s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); - } - s.SetTarget(target); - return s; - } - - #endregion - - #region LayoutElement - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { - target.flexibleWidth = x.x; - target.flexibleHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { - target.minWidth = x.x; - target.minHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { - target.preferredWidth = x.x; - target.preferredHeight = x.y; - }, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - #endregion - - #region Outline - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this Outline target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this Outline target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); - t.SetTarget(target); - return t; - } - - #endregion - - #region RectTransform - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); - t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); - t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); - t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); - t.SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); - t.SetOptions(AxisConstraint.X).SetTarget(target); - return t; - } - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); - t.SetOptions(AxisConstraint.Y).SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - /// 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 - /// The direction and strength of the punch (added to the RectTransform's current position) - /// The duration of the tween - /// Indicates how much will the punch vibrate - /// 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 - /// If TRUE the tween will smoothly snap all values to integers - 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); - } - - /// 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 - /// The duration of the tween - /// The shake strength - /// Indicates how much will the shake vibrate - /// 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. - /// If TRUE the tween will smoothly snap all values to integers - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - 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); - } - /// 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 - /// The duration of the tween - /// The shake strength on each axis - /// Indicates how much will the shake vibrate - /// 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. - /// If TRUE the tween will smoothly snap all values to integers - /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - 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 - - /// 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 - /// The end value to reach - /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) - /// Total number of jumps - /// The duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - 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 - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - 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); - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - 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); - } - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - 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 - - /// 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 - /// The end value to reachThe duration of the tween - /// If TRUE the tween will smoothly snap all values to integers - public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) - { - TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); - t.SetOptions(snapping).SetTarget(target); - return t; - } - - #endregion - - #region Text - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOColor(this Text target, Color endValue, float duration) - { - TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// - /// Tweens a Text's text from one integer to another, with options for thousands separators - /// - /// The value to start from - /// The end value to reach - /// The duration of the tween - /// If TRUE (default) also adds thousands separators - /// The to use (InvariantCulture if NULL) - public static TweenerCore DOCounter( - this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null - ){ - int v = fromValue; - CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; - TweenerCore t = DOTween.To(() => v, x => { - v = x; - target.text = addThousandsSeparator - ? v.ToString("N0", cInfo) - : v.ToString(); - }, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reachThe duration of the tween - public static TweenerCore DOFade(this Text target, float endValue, float duration) - { - TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end string to tween toThe duration of the tween - /// If TRUE (default), rich text will be interpreted correctly while animated, - /// otherwise all tags will be considered as normal text - /// The type of scramble mode to use, if any - /// 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 - public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) - { - if (endValue == null) { - if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); - endValue = ""; - } - TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); - t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) - .SetTarget(target); - return t; - } - - #endregion - - #region Blendables - - #region Graphic - - /// 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 - /// The value to tween toThe duration of the tween - 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 - - /// 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 - /// The value to tween toThe duration of the tween - 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 - - /// 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 - /// The value to tween toThe duration of the tween - 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 - { - /// - /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, - /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition - /// - 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 +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER + +using System; +using System.Globalization; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Options; +using Outline = UnityEngine.UI.Outline; +using Text = UnityEngine.UI.Text; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUI + { + #region Shortcuts + + #region CanvasGroup + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Graphic target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Graphic target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Image target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Image target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region LayoutElement + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { + target.flexibleWidth = x.x; + target.flexibleHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { + target.minWidth = x.x; + target.minHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { + target.preferredWidth = x.x; + target.preferredHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Outline + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Outline target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Outline target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The direction and strength of the punch (added to the RectTransform's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// 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 + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + + /// 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 + /// The duration of the tween + /// The shake strength + /// Indicates how much will the shake vibrate + /// 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. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// 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 + /// The duration of the tween + /// The shake strength on each axis + /// Indicates how much will the shake vibrate + /// 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. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// 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 + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Text target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// + /// Tweens a Text's text from one integer to another, with options for thousands separators + /// + /// The value to start from + /// The end value to reach + /// The duration of the tween + /// If TRUE (default) also adds thousands separators + /// The to use (InvariantCulture if NULL) + public static TweenerCore DOCounter( + this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null + ){ + int v = fromValue; + CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; + TweenerCore t = DOTween.To(() => v, x => { + v = x; + target.text = addThousandsSeparator + ? v.ToString("N0", cInfo) + : v.ToString(); + }, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Text target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// 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 + public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + if (endValue == null) { + if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); + endValue = ""; + } + TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + return t; + } + + #endregion + + #region Blendables + + #region Graphic + + /// 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 + /// The value to tween toThe duration of the tween + 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 + + /// 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 + /// The value to tween toThe duration of the tween + 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 + + /// 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 + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #region Shapes + + /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations. + /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" + /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) + /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) + /// The duration of the tween + /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore t = DOTween.To( + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration + ); + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); + return t; + } + + #endregion + + #endregion + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Utils + { + /// + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// + 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 diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta similarity index 73% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta index b7f95cb..60d55ef 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta @@ -1,11 +1,8 @@ fileFormatVersion: 2 guid: a060394c03331a64392db53a10e7f2d1 MonoImporter: - externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs similarity index 87% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs index 49a22bc..90498ed 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -1,403 +1,389 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -using 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 System.Threading.Tasks; -#endif - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Shortcuts/functions that are not strictly related to specific Modules - /// but are available only on some Unity versions - /// - public static class DOTweenModuleUnityVersion - { -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER - #region Unity 4.3 or Newer - - #region Material - - /// 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 - /// The gradient to useThe duration of the tween - 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; - } - /// 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 - /// The gradient to use - /// The name of the material property to tween (like _Tint or _SpecColor) - /// The duration of the tween - 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 - - #endregion -#endif - -#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER - #region Unity 5.3 or Newer - - #region CustomYieldInstructions - - /// - /// Returns a that waits until the tween is killed or complete. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForCompletion(true); - /// - 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); - } - - /// - /// Returns a that waits until the tween is killed or rewinded. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForRewind(); - /// - 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); - } - - /// - /// Returns a that waits until the tween is killed. - /// It can be used inside a coroutine as a yield. - /// Example usage:yield return myTween.WaitForKill(); - /// - 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); - } - - /// - /// Returns a 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. - /// Example usage:yield return myTween.WaitForElapsedLoops(2); - /// - /// Elapsed loops to wait for - 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); - } - - /// - /// Returns a 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. - /// Example usage:yield return myTween.WaitForPosition(2.5f); - /// - /// Position (loops included, delays excluded) to wait for - 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); - } - - /// - /// Returns a 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. - /// Example usage:yield return myTween.WaitForStart(); - /// - 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 - - #endregion -#endif - -#if UNITY_2018_1_OR_NEWER - #region Unity 2018.1 or Newer - - #region Material - - /// 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 - /// The end value to reach - /// The ID of the material property to tween (also called nameID in Unity's manual) - /// The duration of the tween - public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) - { - if (!target.HasProperty(propertyID)) { - if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); - return null; - } - TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); - t.SetTarget(target); - return t; - } - - /// 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 - /// The end value to reach - /// The ID of the material property to tween (also called nameID in Unity's manual) - /// The duration of the tween - public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) - { - if (!target.HasProperty(propertyID)) { - if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); - return null; - } - TweenerCore 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 (NET_4_6 || NET_STANDARD_2_0) - - #region Async Instructions - - /// - /// Returns an async that waits until the tween is killed or complete. - /// It can be used inside an async operation. - /// Example usage:await myTween.WaitForCompletion(); - /// - public static async Task AsyncWaitForCompletion(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && !t.IsComplete()) await Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed or rewinded. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForRewind(); - /// - public static async 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 Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForKill(); - /// - public static async Task AsyncWaitForKill(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active) await Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForElapsedLoops(); - /// - /// Elapsed loops to wait for - public static async 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 Task.Yield(); - } - - /// - /// Returns an async 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. - /// Example usage:await myTween.AsyncWaitForPosition(); - /// - /// Position (loops included, delays excluded) to wait for - public static async 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 Task.Yield(); - } - - /// - /// Returns an async that waits until the tween is killed. - /// It can be used inside an async operation. - /// Example usage:await myTween.AsyncWaitForKill(); - /// - public static async Task AsyncWaitForStart(this Tween t) - { - if (!t.active) { - if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); - return; - } - while (t.active && !t.playedOnce) await Task.Yield(); - } - - #endregion -#endif - - #endregion - - #endregion -#endif - } - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - -#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER - 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; - } - } - } -#endif -} +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using 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 1591 +namespace DG.Tweening +{ + /// + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// + public static class DOTweenModuleUnityVersion + { + #region Material + + /// 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 + /// The gradient to useThe duration of the tween + 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; + } + /// 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 + /// The gradient to use + /// The name of the material property to tween (like _Tint or _SpecColor) + /// The duration of the tween + 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 + + /// + /// Returns a that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForCompletion(true); + /// + 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); + } + + /// + /// Returns a that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForRewind(); + /// + 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); + } + + /// + /// Returns a that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForKill(); + /// + 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); + } + + /// + /// Returns a 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. + /// Example usage:yield return myTween.WaitForElapsedLoops(2); + /// + /// Elapsed loops to wait for + 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); + } + + /// + /// Returns a 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. + /// Example usage:yield return myTween.WaitForPosition(2.5f); + /// + /// Position (loops included, delays excluded) to wait for + 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); + } + + /// + /// Returns a 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. + /// Example usage:yield return myTween.WaitForStart(); + /// + 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 + + /// 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 + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore 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 + + /// + /// Returns an async that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// Example usage:await myTween.WaitForCompletion(); + /// + 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(); + } + + /// + /// Returns an async that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForRewind(); + /// + 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(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + 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(); + } + + /// + /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForElapsedLoops(); + /// + /// Elapsed loops to wait for + 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(); + } + + /// + /// Returns an async 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. + /// Example usage:await myTween.AsyncWaitForPosition(); + /// + /// Position (loops included, delays excluded) to wait for + 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(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + 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; + } + } + } +} diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta similarity index 73% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta index 6256c54..290189f 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta @@ -1,11 +1,8 @@ fileFormatVersion: 2 guid: 63c02322328255542995bd02b47b0457 MonoImporter: - externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs similarity index 81% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs index 8a1fb5f..3d4c786 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -1,155 +1,167 @@ -// Author: Daniele Giardini - http://www.demigiant.com -// Created: 2018/07/13 - -using System; -using System.Reflection; -using UnityEngine; -using DG.Tweening.Core; -using DG.Tweening.Plugins.Core.PathCore; -using DG.Tweening.Plugins.Options; - -#pragma warning disable 1591 -namespace DG.Tweening -{ - /// - /// Utility functions that deal with available Modules. - /// Modules defines: - /// - DOTAUDIO - /// - DOTPHYSICS - /// - DOTPHYSICS2D - /// - DOTSPRITE - /// - DOTUI - /// Extra defines set and used for implementation of external assets: - /// - DOTWEEN_TMP ► TextMesh Pro - /// - DOTWEEN_TK2D ► 2D Toolkit - /// - public static class DOTweenModuleUtils - { - static bool _initialized; - - #region Reflection - - /// - /// Called via Reflection by DOTweenComponent on Awake - /// -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static void Init() - { - if (_initialized) return; - - _initialized = true; - DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; - -#if UNITY_EDITOR -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 - UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; -#else - UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; -#endif -#endif - } - -#if UNITY_2018_1_OR_NEWER -#pragma warning disable - [UnityEngine.Scripting.Preserve] - // Just used to preserve methods when building, never called - static void Preserver() - { - Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); - MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); - } -#pragma warning restore -#endif - - #endregion - -#if UNITY_EDITOR - // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) -#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 - static void PlaymodeStateChanged() - #else - static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) -#endif - { - if (DOTween.instance == null) return; - DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); - } -#endif - - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ - // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ - - public static class Physics - { - // Called via DOTweenExternalCommand callback - public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) - { -#if true // PHYSICS_MARKER - if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; - else trans.rotation = newRot; -#else - trans.rotation = newRot; -#endif - } - - // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached - public static bool HasRigidbody2D(Component target) - { -#if true // PHYSICS2D_MARKER - return target.GetComponent() != null; -#else - return false; -#endif - } - - #region Called via Reflection - - - // Called via Reflection by DOTweenPathInspector - // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static bool HasRigidbody(Component target) - { -#if true // PHYSICS_MARKER - return target.GetComponent() != null; -#else - return false; -#endif - } - - // Called via Reflection by DOTweenPath -#if UNITY_2018_1_OR_NEWER - [UnityEngine.Scripting.Preserve] -#endif - public static TweenerCore CreateDOTweenPathTween( - MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode - ){ - TweenerCore t; -#if true // PHYSICS_MARKER - Rigidbody rBody = tweenRigidbody ? target.GetComponent() : null; - if (tweenRigidbody && rBody != null) { - t = isLocal - ? rBody.DOLocalPath(path, duration, pathMode) - : rBody.DOPath(path, duration, pathMode); - } else { - t = isLocal - ? target.transform.DOLocalPath(path, duration, pathMode) - : target.transform.DOPath(path, duration, pathMode); - } -#else - t = isLocal - ? target.transform.DOLocalPath(path, duration, pathMode) - : target.transform.DOPath(path, duration, pathMode); -#endif - return t; - } - - #endregion - } - } -} +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using System.Reflection; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Utility functions that deal with available Modules. + /// Modules defines: + /// - DOTAUDIO + /// - DOTPHYSICS + /// - DOTPHYSICS2D + /// - DOTSPRITE + /// - DOTUI + /// Extra defines set and used for implementation of external assets: + /// - DOTWEEN_TMP ► TextMesh Pro + /// - DOTWEEN_TK2D ► 2D Toolkit + /// + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; + +#if UNITY_EDITOR +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } + +#if UNITY_2018_1_OR_NEWER +#pragma warning disable + [UnityEngine.Scripting.Preserve] + // Just used to preserve methods when building, never called + static void Preserver() + { + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); + } +#pragma warning restore +#endif + + #endregion + +#if UNITY_EDITOR + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + static void PlaymodeStateChanged() + #else + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) +#endif + { + if (DOTween.instance == null) return; + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); + } +#endif + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Physics + { + // Called via DOTweenExternalCommand callback + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) + { +#if true // PHYSICS_MARKER + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; + else trans.rotation = newRot; +#else + trans.rotation = newRot; +#endif + } + + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached + public static bool HasRigidbody2D(Component target) + { +#if true // PHYSICS2D_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + #region Called via Reflection + + + // Called via Reflection by DOTweenPathInspector + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static bool HasRigidbody(Component target) + { +#if true // PHYSICS_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore t = null; + bool rBodyFoundAndTweened = false; +#if true // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent(); + if (rBody != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody.DOLocalPath(path, duration, pathMode) + : rBody.DOPath(path, duration, pathMode); + } + } +#endif +#if true // PHYSICS2D_MARKER + if (!rBodyFoundAndTweened && tweenRigidbody) { + Rigidbody2D rBody2D = target.GetComponent(); + if (rBody2D != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody2D.DOLocalPath(path, duration, pathMode) + : rBody2D.DOPath(path, duration, pathMode); + } + } +#endif + if (!rBodyFoundAndTweened) { + t = isLocal + ? target.transform.DOLocalPath(path, duration, pathMode) + : target.transform.DOPath(path, duration, pathMode); + } + return t; + } + + #endregion + } + } +} diff --git a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta similarity index 73% rename from client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta rename to client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta index 9164e1e..ab62186 100644 --- a/client/Assets/3rdParty/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta +++ b/client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -1,11 +1,8 @@ fileFormatVersion: 2 guid: 7bcaf917d9cf5b84090421a5a2abe42e MonoImporter: - externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: - assetBundleName: - assetBundleVariant: diff --git a/client/Assets/Plugins/Demigiant/DOTween/readme.txt b/client/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 0000000..82b7c6c --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -0,0 +1,29 @@ +DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant + +// IMPORTANT!!! ///////////////////////////////////////////// +// Upgrading DOTween from versions older than 1.2.000 /////// +// (or DOTween Pro older than 1.0.000) ////////////////////// +------------------------------------------------------------- +If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. +1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry +2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath +3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup +4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ +Demigiant website (documentation, examples, etc): http://www.demigiant.com + +// NOTES ////////////////////////////////////////////////////// + +- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 0000000..3799165 --- /dev/null +++ b/client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: fccfc62abf2eb0a4db614853430894fd +TextScriptImporter: + userData: diff --git a/client/Assets/Resources/DOTweenSettings.asset b/client/Assets/Resources/DOTweenSettings.asset index eb180a2..824b7c0 100644 --- a/client/Assets/Resources/DOTweenSettings.asset +++ b/client/Assets/Resources/DOTweenSettings.asset @@ -14,8 +14,10 @@ MonoBehaviour: m_EditorClassIdentifier: useSafeMode: 1 safeModeOptions: + logBehaviour: 2 nestedTweenFailureBehaviour: 0 timeScale: 1 + unscaledTimeScale: 1 useSmoothDeltaTime: 0 maxSmoothUnscaledTime: 0.15 rewindCallbackMode: 0 @@ -46,5 +48,7 @@ MonoBehaviour: tk2DEnabled: 0 deAudioEnabled: 0 deUnityExtendedEnabled: 0 + epoOutlineEnabled: 0 + createASMDEF: 1 showPlayingTweens: 0 showPausedTweens: 0 diff --git a/client/Assets/Scripts/Editor/Beamable/Samples/ABC/AutoOpenReadme.cs b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/AutoOpenReadme.cs index c9c59ac..f616e1c 100644 --- a/client/Assets/Scripts/Editor/Beamable/Samples/ABC/AutoOpenReadme.cs +++ b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/AutoOpenReadme.cs @@ -1,6 +1,6 @@ using Beamable.Samples.Core; -using Beamable.Samples.SampleProjectBase; using UnityEditor; +using Beamable.Samples.SampleProjectBase; namespace Beamable.Samples.TBF { diff --git a/client/Assets/Scripts/Editor/Beamable/Samples/ABC/ReadmeEditor.cs b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/ReadmeEditor.cs index 3712b62..dfb93bc 100644 --- a/client/Assets/Scripts/Editor/Beamable/Samples/ABC/ReadmeEditor.cs +++ b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/ReadmeEditor.cs @@ -1,7 +1,6 @@ -using UnityEngine; +using Beamable.Samples.SampleProjectBase; +using UnityEngine; using UnityEditor; -using System; -using Beamable.Samples.SampleProjectBase; namespace Beamable.Samples.Core { @@ -12,7 +11,7 @@ namespace Beamable.Samples.Core /// Inspired by Unity's "Learn" Sample Projects /// /// - [CustomEditor(typeof(Beamable.Samples.SampleProjectBase.Readme))] + [CustomEditor(typeof(Readme))] public class ReadmeEditor : UnityEditor.Editor { static float kSpace = 16f; diff --git a/client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef new file mode 100644 index 0000000..e2358fa --- /dev/null +++ b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef @@ -0,0 +1,16 @@ +{ + "name": "Samples.ABC", + "rootNamespace": "", + "references": [ + "GUID:09970b082073c425785bbbc4277b69b4" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt.meta b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef.meta similarity index 59% rename from client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt.meta rename to client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef.meta index 315d0df..75f11ba 100644 --- a/client/Assets/3rdParty/MuckSponge/UnityAsync/readme.txt.meta +++ b/client/Assets/Scripts/Editor/Beamable/Samples/ABC/Samples.ABC.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 1aa2db32096e4094fba31fc11aa508e9 -TextScriptImporter: +guid: c93552fb9a8b6412dbf1b2c466b6c789 +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/Core/Utilities/TweenHelper.cs b/client/Assets/Scripts/Runtime/Beamable/Samples/Core/Utilities/TweenHelper.cs index 41a0319..f1d77ea 100644 --- a/client/Assets/Scripts/Runtime/Beamable/Samples/Core/Utilities/TweenHelper.cs +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/Core/Utilities/TweenHelper.cs @@ -1,5 +1,5 @@ -using DG.Tweening; -using System.Collections.Generic; +using System.Collections.Generic; +using DG.Tweening; using UnityEngine; namespace Beamable.Samples.Core.Utilities diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs b/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs new file mode 100644 index 0000000..7478888 --- /dev/null +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; +using static Beamable.Common.Constants.MenuItems.Assets; + +namespace Beamable.Samples.SampleProjectBase +{ + /// + /// Custom-formatted readme file with markdown-like display. + /// + /// Inspired by Unity's "Learn" Sample Projects + /// + /// +#if BEAMABLE_DEVELOPER + [CreateAssetMenu( + fileName = "ReadMe", + menuName = Paths.MENU_ITEM_PATH_ASSETS_BEAMABLE_SAMPLES + "/" + + "ReadMe", + order = Orders.MENU_ITEM_PATH_ASSETS_BEAMABLE_ORDER_1)] +#endif + public class Readme : ScriptableObject + { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section + { + public string heading, text, linkText, url; + } + } +} diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs.meta b/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs.meta new file mode 100644 index 0000000..a13034b --- /dev/null +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/Readme.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b3b555acc7514d0599061a7dae81eecb +timeCreated: 1733341943 \ No newline at end of file diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef b/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef new file mode 100644 index 0000000..9cb2848 --- /dev/null +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef @@ -0,0 +1,22 @@ +{ + "name": "Runtime.Samples", + "rootNamespace": "", + "references": [ + "GUID:6055be8ebefd69e48b49212b09b47b2f", + "GUID:bec9e071b8bd74037abed99b77129431", + "GUID:8096aa2f7644d40f08b1fed854463288", + "GUID:3875eb1b681d45e9a92a3633454fd4ca", + "GUID:e17286d323c5f4117923b68624a6c13c", + "GUID:3140025892ece41f1bca5bdb43c5b512", + "GUID:619693ee852654b3991778e2861afd54" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef.meta b/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef.meta new file mode 100644 index 0000000..20ef880 --- /dev/null +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/Runtime.Samples.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 09970b082073c425785bbbc4277b69b4 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Assets/Scripts/Runtime/Beamable/Samples/TBF/GameStateHandler.cs b/client/Assets/Scripts/Runtime/Beamable/Samples/TBF/GameStateHandler.cs index b81db58..1aea7b4 100644 --- a/client/Assets/Scripts/Runtime/Beamable/Samples/TBF/GameStateHandler.cs +++ b/client/Assets/Scripts/Runtime/Beamable/Samples/TBF/GameStateHandler.cs @@ -4,11 +4,11 @@ using Beamable.Samples.TBF.Views; using System; using System.Threading.Tasks; +using Beamable.Common; using Beamable.Samples.Core.Audio; using Beamable.Samples.Core.Exceptions; using Beamable.Samples.Core.UI; using Beamable.Samples.Core.Utilities; -using UnityAsync; using UnityEngine; using static Beamable.Samples.TBF.Data.GameProgressData; @@ -202,7 +202,7 @@ await AsyncUtility.AsyncSafe(async () => while (_gameSceneManager.GameUIView.BufferedText.HasRemainingQueueText) { // Wait for old messages to pass before allowing button clicks - await Await.NextUpdate(); + await Task.Delay(100); } _gameSceneManager.GameUIView.MoveButtonsCanvasGroup.interactable = true; @@ -307,7 +307,7 @@ await AsyncUtility.AsyncSafe(async () => while (_gameSceneManager.GameUIView.BufferedText.HasRemainingQueueText) { // Wait for old messages to pass before allowing button clicks - await Await.NextUpdate(); + await Task.Delay(100); } await SetGameState(GameState.RoundStarting); @@ -336,7 +336,7 @@ await AsyncUtility.AsyncSafe(async () => while (_gameSceneManager.GameUIView.BufferedText.HasRemainingQueueText) { // Wait for old messages to pass before allowing button clicks - await Await.NextUpdate(); + await Task.Delay(100); } // Ex. Do 34 damage for each round of 3 rounds so that 3 hits = total death @@ -437,6 +437,14 @@ private void UpdateHealth(long currentRoundWinnerPlayerDbid, int deltaHealth) } } + private async Promise BusyWait(Func conditional) + { + while (!conditional.Invoke()) + { + await Task.Delay(100); + } + } + private async Task RenderPlayerMove(int playerIndex, GameMoveType gameMoveType) { @@ -448,13 +456,13 @@ private async Task RenderPlayerMove(int playerIndex, GameMoveType gameMoveType) avatarView.PlayAnimationByGameMoveType(gameMoveType); // 1 Unity needs time to START non-IDLE animation ... - await Await.While(() => + await BusyWait(() => { return avatarView.IsIdleAnimation; }); // 2 Unity needs time to RETURN to the IDLE animation ... - await Await.While(() => + await BusyWait(() => { return !avatarView.IsIdleAnimation; }); diff --git a/client/Assets/UniversalRenderPipelineGlobalSettings.asset b/client/Assets/UniversalRenderPipelineGlobalSettings.asset new file mode 100644 index 0000000..783520f --- /dev/null +++ b/client/Assets/UniversalRenderPipelineGlobalSettings.asset @@ -0,0 +1,34 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 2ec995e51a6e251468d2a3fd8a686257, type: 3} + m_Name: UniversalRenderPipelineGlobalSettings + m_EditorClassIdentifier: + k_AssetVersion: 3 + m_RenderingLayerNames: + - Default + m_ValidRenderingLayers: 1 + lightLayerName0: + lightLayerName1: + lightLayerName2: + lightLayerName3: + lightLayerName4: + lightLayerName5: + lightLayerName6: + lightLayerName7: + m_StripDebugVariants: 1 + m_StripUnusedPostProcessingVariants: 0 + m_StripUnusedVariants: 1 + m_StripUnusedLODCrossFadeVariants: 1 + m_StripScreenCoordOverrideVariants: 1 + supportRuntimeDebugDisplay: 0 + m_ShaderVariantLogLevel: 0 + m_ExportShaderVariants: 1 diff --git a/client/Assets/UniversalRenderPipelineGlobalSettings.asset.meta b/client/Assets/UniversalRenderPipelineGlobalSettings.asset.meta new file mode 100644 index 0000000..dd20c3a --- /dev/null +++ b/client/Assets/UniversalRenderPipelineGlobalSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5c36fc384b9cf4c42830c29478caa35d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/client/Packages/manifest.json b/client/Packages/manifest.json index 7d79f24..3389d15 100644 --- a/client/Packages/manifest.json +++ b/client/Packages/manifest.json @@ -2,22 +2,24 @@ "scopedRegistries": [ { "name": "Beamable", - "url": "https://nexus.beamable.com/nexus/content/repositories/unity/", + "url": "https://nexus.beamable.com/nexus/content/repositories/unity-all", "scopes": [ "com.beamable" ] } ], "dependencies": { - "com.beamable": "1.0.8", + "com.beamable": "0.0.0-PREVIEW.NIGHTLY-202412041902", + "com.beamable.server": "0.0.0-PREVIEW.NIGHTLY-202412041902", "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", - "com.unity.addressables": "1.18.19", - "com.unity.ide.rider": "2.0.7", - "com.unity.ide.visualstudio": "2.0.12", - "com.unity.ide.vscode": "1.2.4", - "com.unity.render-pipelines.universal": "10.7.0", - "com.unity.test-framework": "1.1.30", + "com.unity.addressables": "1.21.19", + "com.unity.ai.navigation": "1.1.5", + "com.unity.ide.rider": "3.0.28", + "com.unity.ide.visualstudio": "2.0.22", + "com.unity.ide.vscode": "1.2.5", + "com.unity.render-pipelines.universal": "14.0.10", + "com.unity.test-framework": "1.1.33", "com.unity.textmeshpro": "3.0.6", "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", diff --git a/client/Packages/packages-lock.json b/client/Packages/packages-lock.json index 89d8ac6..87d454b 100644 --- a/client/Packages/packages-lock.json +++ b/client/Packages/packages-lock.json @@ -1,15 +1,27 @@ { "dependencies": { "com.beamable": { - "version": "1.0.8", + "version": "0.0.0-PREVIEW.NIGHTLY-202412041902", "depth": 0, "source": "registry", "dependencies": { "com.unity.modules.uielements": "1.0.0", - "com.unity.addressables": "1.18.19", - "com.unity.textmeshpro": "1.4.1" + "com.unity.addressables": "1.21.21", + "com.unity.textmeshpro": "3.0.9", + "com.unity.editorcoroutines": "1.0.0", + "com.unity.test-framework": "1.1.19", + "com.unity.test-framework.performance": "2.8.1-preview" }, - "url": "https://nexus.beamable.com/nexus/content/repositories/unity" + "url": "https://nexus.beamable.com/nexus/content/repositories/unity-all" + }, + "com.beamable.server": { + "version": "0.0.0-PREVIEW.NIGHTLY-202412041902", + "depth": 0, + "source": "registry", + "dependencies": { + "com.beamable": "0.0.0-PREVIEW.NIGHTLY-202412041902" + }, + "url": "https://nexus.beamable.com/nexus/content/repositories/unity-all" }, "com.unity.2d.sprite": { "version": "1.0.0", @@ -21,22 +33,51 @@ "version": "1.0.0", "depth": 0, "source": "builtin", - "dependencies": {} + "dependencies": { + "com.unity.modules.tilemap": "1.0.0", + "com.unity.modules.uielements": "1.0.0" + } }, "com.unity.addressables": { - "version": "1.18.19", - "depth": 0, + "version": "1.21.21", + "depth": 1, "source": "registry", "dependencies": { - "com.unity.scriptablebuildpipeline": "1.19.2", "com.unity.modules.assetbundle": "1.0.0", - "com.unity.modules.imageconversion": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.scriptablebuildpipeline": "1.21.23", "com.unity.modules.unitywebrequestassetbundle": "1.0.0" }, "url": "https://packages.unity.com" }, + "com.unity.ai.navigation": { + "version": "1.1.5", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.ai": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.burst": { + "version": "1.8.13", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.mathematics": "1.2.1", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "url": "https://packages.unity.com" + }, + "com.unity.editorcoroutines": { + "version": "1.0.0", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.ext.nunit": { "version": "1.0.6", "depth": 1, @@ -45,16 +86,16 @@ "url": "https://packages.unity.com" }, "com.unity.ide.rider": { - "version": "2.0.7", + "version": "3.0.28", "depth": 0, "source": "registry", "dependencies": { - "com.unity.test-framework": "1.1.1" + "com.unity.ext.nunit": "1.0.6" }, "url": "https://packages.unity.com" }, "com.unity.ide.visualstudio": { - "version": "2.0.12", + "version": "2.0.22", "depth": 0, "source": "registry", "dependencies": { @@ -63,67 +104,75 @@ "url": "https://packages.unity.com" }, "com.unity.ide.vscode": { - "version": "1.2.4", + "version": "1.2.5", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.mathematics": { - "version": "1.1.0", + "version": "1.2.6", "depth": 1, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.render-pipelines.core": { - "version": "10.7.0", + "version": "14.0.10", "depth": 1, - "source": "registry", + "source": "builtin", "dependencies": { "com.unity.ugui": "1.0.0", "com.unity.modules.physics": "1.0.0", + "com.unity.modules.terrain": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0" - }, - "url": "https://packages.unity.com" + } }, "com.unity.render-pipelines.universal": { - "version": "10.7.0", + "version": "14.0.10", "depth": 0, - "source": "registry", + "source": "builtin", "dependencies": { - "com.unity.mathematics": "1.1.0", - "com.unity.render-pipelines.core": "10.7.0", - "com.unity.shadergraph": "10.7.0" - }, - "url": "https://packages.unity.com" + "com.unity.mathematics": "1.2.1", + "com.unity.burst": "1.8.9", + "com.unity.render-pipelines.core": "14.0.10", + "com.unity.shadergraph": "14.0.10", + "com.unity.render-pipelines.universal-config": "14.0.9" + } }, - "com.unity.scriptablebuildpipeline": { - "version": "1.19.2", + "com.unity.render-pipelines.universal-config": { + "version": "14.0.9", "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.render-pipelines.core": "14.0.9" + } + }, + "com.unity.scriptablebuildpipeline": { + "version": "1.21.23", + "depth": 2, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.searcher": { - "version": "4.3.2", + "version": "4.9.2", "depth": 2, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.shadergraph": { - "version": "10.7.0", + "version": "14.0.10", "depth": 1, - "source": "registry", + "source": "builtin", "dependencies": { - "com.unity.render-pipelines.core": "10.7.0", - "com.unity.searcher": "4.3.2" - }, - "url": "https://packages.unity.com" + "com.unity.render-pipelines.core": "14.0.10", + "com.unity.searcher": "4.9.2" + } }, "com.unity.test-framework": { - "version": "1.1.30", + "version": "1.1.33", "depth": 0, "source": "registry", "dependencies": { @@ -133,9 +182,19 @@ }, "url": "https://packages.unity.com" }, + "com.unity.test-framework.performance": { + "version": "2.8.1-preview", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.test-framework": "1.1.0", + "com.unity.modules.jsonserialize": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.textmeshpro": { - "version": "3.0.6", - "depth": 0, + "version": "3.0.9", + "depth": 1, "source": "registry", "dependencies": { "com.unity.ugui": "1.0.0" @@ -283,17 +342,6 @@ "version": "1.0.0", "depth": 0, "source": "builtin", - "dependencies": { - "com.unity.modules.ui": "1.0.0", - "com.unity.modules.imgui": "1.0.0", - "com.unity.modules.jsonserialize": "1.0.0", - "com.unity.modules.uielementsnative": "1.0.0" - } - }, - "com.unity.modules.uielementsnative": { - "version": "1.0.0", - "depth": 1, - "source": "builtin", "dependencies": { "com.unity.modules.ui": "1.0.0", "com.unity.modules.imgui": "1.0.0", diff --git a/client/ProjectSettings/GraphicsSettings.asset b/client/ProjectSettings/GraphicsSettings.asset index b05bf97..609384f 100644 --- a/client/ProjectSettings/GraphicsSettings.asset +++ b/client/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 15 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -13,9 +13,6 @@ GraphicsSettings: m_ScreenSpaceShadows: m_Mode: 1 m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} - m_LegacyDeferred: - m_Mode: 1 - m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} m_DepthNormals: m_Mode: 1 m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} @@ -28,6 +25,7 @@ GraphicsSettings: m_LensFlare: m_Mode: 1 m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} + m_VideoShadersIncludeMode: 2 m_AlwaysIncludedShaders: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} @@ -39,6 +37,7 @@ GraphicsSettings: - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] + m_PreloadShadersBatchTimeLimit: -1 m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} m_CustomRenderPipeline: {fileID: 11400000, guid: 6f1e0e4bc155639488ab3c1aba507e2f, @@ -51,6 +50,7 @@ GraphicsSettings: m_LightmapStripping: 0 m_FogStripping: 0 m_InstancingStripping: 0 + m_BrgStripping: 0 m_LightmapKeepPlain: 1 m_LightmapKeepDirCombined: 1 m_LightmapKeepDynamicPlain: 1 @@ -62,6 +62,12 @@ GraphicsSettings: m_FogKeepExp2: 1 m_AlbedoSwatchInfos: [] m_LightsUseLinearIntensity: 0 - m_LightsUseColorTemperature: 0 + m_LightsUseColorTemperature: 1 + m_DefaultRenderingLayerMask: 1 m_LogWhenShaderIsCompiled: 0 - m_AllowEnlightenSupportForUpgradedProject: 0 + m_SRPDefaultSettings: + UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 5c36fc384b9cf4c42830c29478caa35d, + type: 2} + m_LightProbeOutsideHullStrategy: 0 + m_CameraRelativeLightCulling: 0 + m_CameraRelativeShadowCulling: 0 diff --git a/client/ProjectSettings/MemorySettings.asset b/client/ProjectSettings/MemorySettings.asset new file mode 100644 index 0000000..5b5face --- /dev/null +++ b/client/ProjectSettings/MemorySettings.asset @@ -0,0 +1,35 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!387306366 &1 +MemorySettings: + m_ObjectHideFlags: 0 + m_EditorMemorySettings: + m_MainAllocatorBlockSize: -1 + m_ThreadAllocatorBlockSize: -1 + m_MainGfxBlockSize: -1 + m_ThreadGfxBlockSize: -1 + m_CacheBlockSize: -1 + m_TypetreeBlockSize: -1 + m_ProfilerBlockSize: -1 + m_ProfilerEditorBlockSize: -1 + m_BucketAllocatorGranularity: -1 + m_BucketAllocatorBucketsCount: -1 + m_BucketAllocatorBlockSize: -1 + m_BucketAllocatorBlockCount: -1 + m_ProfilerBucketAllocatorGranularity: -1 + m_ProfilerBucketAllocatorBucketsCount: -1 + m_ProfilerBucketAllocatorBlockSize: -1 + m_ProfilerBucketAllocatorBlockCount: -1 + m_TempAllocatorSizeMain: -1 + m_JobTempAllocatorBlockSize: -1 + m_BackgroundJobTempAllocatorBlockSize: -1 + m_JobTempAllocatorReducedBlockSize: -1 + m_TempAllocatorSizeGIBakingWorker: -1 + m_TempAllocatorSizeNavMeshWorker: -1 + m_TempAllocatorSizeAudioWorker: -1 + m_TempAllocatorSizeCloudWorker: -1 + m_TempAllocatorSizeGfx: -1 + m_TempAllocatorSizeJobWorker: -1 + m_TempAllocatorSizeBackgroundWorker: -1 + m_TempAllocatorSizePreloadManager: -1 + m_PlatformMemorySettings: {} diff --git a/client/ProjectSettings/PackageManagerSettings.asset b/client/ProjectSettings/PackageManagerSettings.asset index 342b3d3..b66124d 100644 --- a/client/ProjectSettings/PackageManagerSettings.asset +++ b/client/ProjectSettings/PackageManagerSettings.asset @@ -12,7 +12,11 @@ MonoBehaviour: m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} m_Name: m_EditorClassIdentifier: + m_EnablePreReleasePackages: 0 + m_AdvancedSettingsExpanded: 1 m_ScopedRegistriesSettingsExpanded: 1 + m_SeeAllPackageVersions: 0 + m_DismissPreviewPackagesInUse: 0 oneTimeWarningShown: 0 m_Registries: - m_Id: main @@ -20,26 +24,21 @@ MonoBehaviour: m_Url: https://packages.unity.com m_Scopes: [] m_IsDefault: 1 - - m_Id: scoped:Beamable + m_Capabilities: 7 + m_ConfigSource: 0 + - m_Id: scoped:project:Beamable m_Name: Beamable - m_Url: https://nexus.beamable.com/nexus/content/repositories/unity + m_Url: https://nexus.beamable.com/nexus/content/repositories/unity-all m_Scopes: - com.beamable m_IsDefault: 0 - m_UserSelectedRegistryName: + m_Capabilities: 0 + m_ConfigSource: 4 + m_UserSelectedRegistryName: Beamable m_UserAddingNewScopedRegistry: 0 m_RegistryInfoDraft: - m_ErrorMessage: - m_Original: - m_Id: scoped:Beamable - m_Name: Beamable - m_Url: https://nexus.beamable.com/nexus/content/repositories/unity - m_Scopes: - - com.beamable - m_IsDefault: 0 m_Modified: 0 - m_Name: Beamable - m_Url: https://nexus.beamable.com/nexus/content/repositories/unity - m_Scopes: - - com.beamable - m_SelectedScopeIndex: 0 + m_ErrorMessage: + m_UserModificationsInstanceId: -830 + m_OriginalInstanceId: -834 + m_LoadAssets: 0 diff --git a/client/ProjectSettings/ProjectSettings.asset b/client/ProjectSettings/ProjectSettings.asset index 70a667a..4ec3476 100644 --- a/client/ProjectSettings/ProjectSettings.asset +++ b/client/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 20 + serializedVersion: 26 productGUID: 88229b95e23b7ab4cb77ff973128b17f AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -48,12 +48,16 @@ PlayerSettings: defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 m_ActiveColorSpace: 0 + unsupportedMSAAFallback: 0 + m_SpriteBatchVertexThreshold: 300 m_MTRendering: 1 + mipStripping: 0 + numberOfMipsStripped: 0 + numberOfMipsStrippedPerMipmapLimitGroup: {} m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 iosUseCustomAppBackgroundBehavior: 0 - iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToLandscapeRight: 1 @@ -66,6 +70,13 @@ PlayerSettings: androidRenderOutsideSafeArea: 1 androidUseSwappy: 0 androidBlitType: 0 + androidResizableWindow: 0 + androidDefaultWindowWidth: 1920 + androidDefaultWindowHeight: 1080 + androidMinimumWindowWidth: 400 + androidMinimumWindowHeight: 300 + androidFullscreenMode: 1 + androidAutoRotationBehavior: 1 defaultIsNativeResolution: 1 macRetinaSupport: 1 runInBackground: 1 @@ -77,6 +88,7 @@ PlayerSettings: hideHomeButton: 0 submitAnalytics: 1 usePlayerLog: 1 + dedicatedServerOptimizations: 0 bakeCollisionMeshes: 0 forceSingleInstance: 0 useFlipModelSwapchain: 1 @@ -111,19 +123,22 @@ PlayerSettings: switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 + switchGpuScratchPoolGranularity: 2097152 + switchAllowGpuScratchShrinking: 0 switchNVNMaxPublicTextureIDCount: 0 switchNVNMaxPublicSamplerIDCount: 0 + switchNVNGraphicsFirmwareMemory: 32 + switchMaxWorkerMultiple: 8 stadiaPresentMode: 0 stadiaTargetFramerate: 0 vulkanNumSwapchainBuffers: 3 vulkanEnableSetSRGBWrite: 0 + vulkanEnablePreTransform: 0 vulkanEnableLateAcquireNextImage: 0 - m_SupportedAspectRatios: - 4:3: 1 - 5:4: 1 - 16:10: 1 - 16:9: 1 - Others: 1 + vulkanEnableCommandBufferRecycling: 1 + loadStoreDebugModeEnabled: 0 + visionOSBundleVersion: 1.0 + tvOSBundleVersion: 1.0 bundleVersion: 0.1 preloadedAssets: [] metroInputSource: 0 @@ -132,46 +147,29 @@ PlayerSettings: xboxOneDisableKinectGpuReservation: 1 xboxOneEnable7thCore: 1 vrSettings: - cardboard: - depthFormat: 0 - enableTransitionView: 0 - daydream: - depthFormat: 0 - useSustainedPerformanceMode: 0 - enableVideoLayer: 0 - useProtectedVideoMemory: 0 - minimumSupportedHeadTracking: 0 - maximumSupportedHeadTracking: 1 - hololens: - depthFormat: 1 - depthBufferSharingEnabled: 1 - lumin: - depthFormat: 0 - frameTiming: 2 - enableGLCache: 0 - glCacheMaxBlobSize: 524288 - glCacheMaxFileSize: 8388608 - oculus: - sharedDepthBuffer: 1 - dashSupport: 1 - lowOverheadMode: 0 - protectedContext: 0 - v2Signing: 1 enable360StereoCapture: 0 isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 + enableOpenGLProfilerGPURecorders: 1 + allowHDRDisplaySupport: 0 useHDRDisplay: 0 - D3DHDRBitDepth: 0 + hdrBitDepth: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 resolutionScalingMode: 0 + resetResolutionOnWindowResize: 0 androidSupportedAspectRatio: 1 androidMaxAspectRatio: 2.1 applicationIdentifier: Standalone: com.Beamable.Samples.TBF - buildNumber: {} + buildNumber: + Standalone: 0 + VisionOS: 0 + iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 19 + AndroidMinSdkVersion: 22 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 aotOptions: @@ -184,12 +182,15 @@ PlayerSettings: APKExpansionFiles: 0 keepLoadedShadersAlive: 0 StripUnusedMeshComponents: 1 + strictShaderVariantMatching: 0 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 10.0 + iOSTargetOSVersionString: 12.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 10.0 + tvOSTargetOSVersionString: 12.0 + VisionOSSdkVersion: 0 + VisionOSTargetOSVersionString: 1.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -223,10 +224,11 @@ PlayerSettings: iOSLaunchScreeniPadFillPct: 100 iOSLaunchScreeniPadSize: 100 iOSLaunchScreeniPadCustomXibPath: - iOSUseLaunchScreenStoryboard: 0 iOSLaunchScreenCustomStoryboardPath: + iOSLaunchScreeniPadCustomStoryboardPath: iOSDeviceRequirements: [] iOSURLSchemes: [] + macOSURLSchemes: [] iOSBackgroundModes: 0 iOSMetalForceHardShadows: 0 metalEditorSupport: 1 @@ -236,20 +238,33 @@ PlayerSettings: appleDeveloperTeamID: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: + VisionOSManualSigningProvisioningProfileID: iOSManualSigningProvisioningProfileType: 0 tvOSManualSigningProvisioningProfileType: 0 + VisionOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 iOSRequireARKit: 0 iOSAutomaticallyDetectAndAddCapabilities: 1 appleEnableProMotion: 0 + shaderPrecisionModel: 0 clonedFromGUID: c0afd0d1d80e3634a9dac47e8a0426ea templatePackageId: com.unity.template.3d@4.2.8 templateDefaultScene: Assets/Scenes/SampleScene.unity + useCustomMainManifest: 0 + useCustomLauncherManifest: 0 + useCustomMainGradleTemplate: 0 + useCustomLauncherGradleManifest: 0 + useCustomBaseGradleTemplate: 0 + useCustomGradlePropertiesTemplate: 0 + useCustomGradleSettingsTemplate: 0 + useCustomProguardFile: 0 AndroidTargetArchitectures: 1 + AndroidTargetDevices: 0 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: + AndroidEnableArmv9SecurityFeatures: 0 AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 0 AndroidIsGame: 1 @@ -262,6 +277,9 @@ PlayerSettings: height: 180 banner: {fileID: 0} androidGamepadSupportLevel: 0 + chromeosInputEmulation: 1 + AndroidMinifyRelease: 0 + AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 m_BuildTargetIcons: [] @@ -282,6 +300,7 @@ PlayerSettings: - m_BuildTarget: WebGL m_StaticBatching: 0 m_DynamicBatching: 0 + m_BuildTargetShaderSettings: [] m_BuildTargetGraphicsJobs: - m_BuildTarget: MacStandaloneSupport m_GraphicsJobs: 0 @@ -317,13 +336,13 @@ PlayerSettings: m_BuildTargetGraphicsAPIs: - m_BuildTarget: AndroidPlayer m_APIs: 150000000b000000 - m_Automatic: 0 + m_Automatic: 1 - m_BuildTarget: iOSSupport m_APIs: 10000000 m_Automatic: 1 - m_BuildTarget: AppleTVSupport m_APIs: 10000000 - m_Automatic: 0 + m_Automatic: 1 - m_BuildTarget: WebGLSupport m_APIs: 0b000000 m_Automatic: 1 @@ -333,6 +352,8 @@ PlayerSettings: m_Devices: - Oculus - OpenVR + m_DefaultShaderChunkSizeInMB: 16 + m_DefaultShaderChunkCount: 0 openGLRequireES31: 0 openGLRequireES31AEP: 0 openGLRequireES32: 0 @@ -342,7 +363,11 @@ PlayerSettings: iPhone: 1 tvOS: 1 m_BuildTargetGroupLightmapEncodingQuality: [] + m_BuildTargetGroupHDRCubemapEncodingQuality: [] m_BuildTargetGroupLightmapSettings: [] + m_BuildTargetGroupLoadStoreDebugModeSettings: [] + m_BuildTargetNormalMapEncoding: [] + m_BuildTargetDefaultTextureCompressionFormat: [] playModeTestRunnerEnabled: 0 runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 @@ -352,14 +377,20 @@ PlayerSettings: cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: + bluetoothUsageDescription: + macOSTargetOSVersion: 10.13.0 + switchNMETAOverride: switchNetLibKey: switchSocketMemoryPoolSize: 6144 switchSocketAllocatorPoolSize: 128 switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 + switchEnableFileSystemTrace: 0 + switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: + switchCompilerFlags: switchTitleNames_0: switchTitleNames_1: switchTitleNames_2: @@ -375,6 +406,7 @@ PlayerSettings: switchTitleNames_12: switchTitleNames_13: switchTitleNames_14: + switchTitleNames_15: switchPublisherNames_0: switchPublisherNames_1: switchPublisherNames_2: @@ -390,6 +422,7 @@ PlayerSettings: switchPublisherNames_12: switchPublisherNames_13: switchPublisherNames_14: + switchPublisherNames_15: switchIcons_0: {fileID: 0} switchIcons_1: {fileID: 0} switchIcons_2: {fileID: 0} @@ -405,6 +438,7 @@ PlayerSettings: switchIcons_12: {fileID: 0} switchIcons_13: {fileID: 0} switchIcons_14: {fileID: 0} + switchIcons_15: {fileID: 0} switchSmallIcons_0: {fileID: 0} switchSmallIcons_1: {fileID: 0} switchSmallIcons_2: {fileID: 0} @@ -420,6 +454,7 @@ PlayerSettings: switchSmallIcons_12: {fileID: 0} switchSmallIcons_13: {fileID: 0} switchSmallIcons_14: {fileID: 0} + switchSmallIcons_15: {fileID: 0} switchManualHTML: switchAccessibleURLs: switchLegalInformation: @@ -429,7 +464,6 @@ PlayerSettings: switchReleaseVersion: 0 switchDisplayVersion: 1.0.0 switchStartupUserAccount: 0 - switchTouchScreenUsage: 0 switchSupportedLanguagesMask: 0 switchLogoType: 0 switchApplicationErrorCodeCategory: @@ -471,6 +505,7 @@ PlayerSettings: switchNativeFsCacheSize: 32 switchIsHoldTypeHorizontal: 0 switchSupportedNpadCount: 8 + switchEnableTouchScreen: 1 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 switchTcpInitialReceiveBufferSize: 64 @@ -481,7 +516,12 @@ PlayerSettings: switchSocketBufferEfficiency: 4 switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 - switchPlayerConnectionEnabled: 1 + switchUseNewStyleFilepaths: 1 + switchUseLegacyFmodPriorities: 0 + switchUseMicroSleepForYield: 1 + switchEnableRamDiskSupport: 0 + switchMicroSleepForYieldTime: 25 + switchRamDiskSpaceSize: 12 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -552,6 +592,7 @@ PlayerSettings: ps4videoRecordingFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0 ps4CompatibilityPS5: 0 + ps4AllowPS5Detection: 0 ps4GPU800MHz: 1 ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] @@ -564,6 +605,7 @@ PlayerSettings: webGLMemorySize: 16 webGLExceptionSupport: 1 webGLNameFilesAsHashes: 0 + webGLShowDiagnostics: 0 webGLDataCaching: 1 webGLDebugSymbols: 0 webGLEmscriptenArgs: @@ -572,17 +614,60 @@ PlayerSettings: webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 webGLCompressionFormat: 1 + webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 1 webGLThreadsSupport: 0 - webGLWasmStreaming: 0 - 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