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diff --git a/box1/Assets/Demigiant/DOTween.meta b/box1/Assets/Demigiant/DOTween.meta
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diff --git a/box1/Assets/Demigiant/DOTween/DOTween.XML b/box1/Assets/Demigiant/DOTween/DOTween.XML
new file mode 100644
index 00000000..a260f734
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/DOTween.XML
@@ -0,0 +1,2729 @@
+
+
+
+ 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
+
+
+
+
+ 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 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.
+ 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) or CatmullRom (curved CatmullRom path)
+ 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) or CatmullRom (curved CatmullRom path)
+ 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 on Sequences or if the tween has already started
+
+
+ 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 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 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)
+
+
+
+ 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
+
+
+ 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/box1/Assets/Demigiant/DOTween/DOTween.XML.meta b/box1/Assets/Demigiant/DOTween/DOTween.XML.meta
new file mode 100644
index 00000000..c87a5201
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/DOTween.XML.meta
@@ -0,0 +1,7 @@
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+guid: 34192c5e0d14aee43a0e86cc4823268a
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/box1/Assets/Demigiant/DOTween/DOTween.dll b/box1/Assets/Demigiant/DOTween/DOTween.dll
new file mode 100644
index 00000000..55228c23
Binary files /dev/null and b/box1/Assets/Demigiant/DOTween/DOTween.dll differ
diff --git a/box1/Assets/Demigiant/DOTween/DOTween.dll.meta b/box1/Assets/Demigiant/DOTween/DOTween.dll.meta
new file mode 100644
index 00000000..e8655b60
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/DOTween.dll.meta
@@ -0,0 +1,21 @@
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+PluginImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ iconMap: {}
+ executionOrder: {}
+ defineConstraints: []
+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ validateReferences: 1
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 1
+ settings: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Editor.meta b/box1/Assets/Demigiant/DOTween/Editor.meta
new file mode 100644
index 00000000..d3d925d0
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 45ee35da6f8d5914d9b25791739e8bd0
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML b/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 00000000..92ab5782
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,98 @@
+
+
+
+ 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
+
+
+
+ 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
+
+
+
+
diff --git a/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
new file mode 100644
index 00000000..258ca876
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta
@@ -0,0 +1,7 @@
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+guid: 2e2c6224d345d9249acfa6e8ef40bb2d
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll b/box1/Assets/Demigiant/DOTween/Editor/DOTweenEditor.dll
new file mode 100644
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diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs
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+// 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
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
new file mode 100644
index 00000000..55682176
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
@@ -0,0 +1,11 @@
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+guid: b766d08851589514b97afb23c6f30a70
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
new file mode 100644
index 00000000..a1a1cb9f
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs
@@ -0,0 +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) or CatmullRom (curved CatmullRom path)
+ /// 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) or CatmullRom (curved CatmullRom path)
+ /// 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/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
new file mode 100644
index 00000000..42a05668
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: dae9aa560b4242648a3affa2bfabc365
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
new file mode 100644
index 00000000..f40a7d00
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs
@@ -0,0 +1,107 @@
+// 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.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;
+ }
+
+ #endregion
+
+ #endregion
+
+ #endregion
+ }
+}
+#endif
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
new file mode 100644
index 00000000..323d0ddf
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 230fe34542e175245ba74b4659dae700
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
new file mode 100644
index 00000000..549fff39
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs
@@ -0,0 +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
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
new file mode 100644
index 00000000..e6ade0cb
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 188918ab119d93148aa0de59ccf5286b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
new file mode 100644
index 00000000..6d45a041
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs
@@ -0,0 +1,609 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
+using System;
+using UnityEngine;
+using UnityEngine.UI;
+using DG.Tweening.Core;
+using DG.Tweening.Core.Enums;
+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 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
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
new file mode 100644
index 00000000..b7f95cb3
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta
@@ -0,0 +1,11 @@
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+guid: a060394c03331a64392db53a10e7f2d1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
new file mode 100644
index 00000000..ce212626
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs
@@ -0,0 +1,301 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+
+#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 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
+
+ #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
+}
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
new file mode 100644
index 00000000..6256c54b
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta
@@ -0,0 +1,11 @@
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+guid: 63c02322328255542995bd02b47b0457
+MonoImporter:
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
new file mode 100644
index 00000000..8a1fb5f0
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
@@ -0,0 +1,155 @@
+// 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
+ }
+ }
+}
diff --git a/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/box1/Assets/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta
new file mode 100644
index 00000000..9164e1ec
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@@ -0,0 +1,11 @@
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/box1/Assets/Demigiant/DOTween/readme.txt b/box1/Assets/Demigiant/DOTween/readme.txt
new file mode 100644
index 00000000..37ff7ef5
--- /dev/null
+++ b/box1/Assets/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/box1/Assets/Demigiant/DOTween/readme.txt.meta b/box1/Assets/Demigiant/DOTween/readme.txt.meta
new file mode 100644
index 00000000..9c3a968a
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diff --git a/box1/Assets/Demigiant/DOTweenPro Examples.meta b/box1/Assets/Demigiant/DOTweenPro Examples.meta
new file mode 100644
index 00000000..deb7ca5d
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@@ -0,0 +1,8 @@
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+guid: 4a17672795c4c8e459b9009ef19e8bed
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/box1/Assets/Demigiant/DOTweenPro Examples/DOTweenAnimation_Advanced.unity b/box1/Assets/Demigiant/DOTweenPro Examples/DOTweenAnimation_Advanced.unity
new file mode 100644
index 00000000..b84ae4a3
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro Examples/DOTweenAnimation_Advanced.unity
@@ -0,0 +1,5280 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!29 &1
+OcclusionCullingSettings:
+ m_ObjectHideFlags: 0
+ serializedVersion: 2
+ m_OcclusionBakeSettings:
+ smallestOccluder: 5
+ smallestHole: 0.25
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diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs b/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs
new file mode 100644
index 00000000..e9832841
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs
@@ -0,0 +1,716 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/12 15:55
+
+using System;
+using System.Collections.Generic;
+using DG.Tweening.Core;
+using UnityEngine;
+#if true // UI_MARKER
+using UnityEngine.UI;
+#endif
+#if false // TEXTMESHPRO_MARKER
+using TMPro;
+#endif
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ ///
+ /// Attach this to a GameObject to create a tween
+ ///
+ [AddComponentMenu("DOTween/DOTween Animation")]
+ public class DOTweenAnimation : ABSAnimationComponent
+ {
+ public enum AnimationType
+ {
+ None,
+ Move, LocalMove,
+ Rotate, LocalRotate,
+ Scale,
+ Color, Fade,
+ Text,
+ PunchPosition, PunchRotation, PunchScale,
+ ShakePosition, ShakeRotation, ShakeScale,
+ CameraAspect, CameraBackgroundColor, CameraFieldOfView, CameraOrthoSize, CameraPixelRect, CameraRect,
+ UIWidthHeight
+ }
+
+ public enum TargetType
+ {
+ Unset,
+
+ Camera,
+ CanvasGroup,
+ Image,
+ Light,
+ RectTransform,
+ Renderer, SpriteRenderer,
+ Rigidbody, Rigidbody2D,
+ Text,
+ Transform,
+
+ tk2dBaseSprite,
+ tk2dTextMesh,
+
+ TextMeshPro,
+ TextMeshProUGUI
+ }
+
+ #region EVENTS - EDITOR-ONLY
+
+ /// Used internally by the editor
+ public static event Action OnReset;
+ static void Dispatch_OnReset(DOTweenAnimation anim) { if (OnReset != null) OnReset(anim); }
+
+ #endregion
+
+ public bool targetIsSelf = true; // If FALSE allows to set the target manually
+ public GameObject targetGO = null; // Used in case targetIsSelf is FALSE
+ // If TRUE always uses the GO containing this DOTweenAnimation (and not the one containing the target) as DOTween's SetTarget target
+ public bool tweenTargetIsTargetGO = true;
+
+ public float delay;
+ public float duration = 1;
+ public Ease easeType = Ease.OutQuad;
+ public AnimationCurve easeCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1));
+ public LoopType loopType = LoopType.Restart;
+ public int loops = 1;
+ public string id = "";
+ public bool isRelative;
+ public bool isFrom;
+ public bool isIndependentUpdate = false;
+ public bool autoKill = true;
+
+ public bool isActive = true;
+ public bool isValid;
+ public Component target;
+ public AnimationType animationType;
+ public TargetType targetType;
+ public TargetType forcedTargetType; // Used when choosing between multiple targets
+ public bool autoPlay = true;
+ public bool useTargetAsV3;
+
+ public float endValueFloat;
+ public Vector3 endValueV3;
+ public Vector2 endValueV2;
+ public Color endValueColor = new Color(1, 1, 1, 1);
+ public string endValueString = "";
+ public Rect endValueRect = new Rect(0, 0, 0, 0);
+ public Transform endValueTransform;
+
+ public bool optionalBool0;
+ public float optionalFloat0;
+ public int optionalInt0;
+ public RotateMode optionalRotationMode = RotateMode.Fast;
+ public ScrambleMode optionalScrambleMode = ScrambleMode.None;
+ public string optionalString;
+
+ bool _tweenCreated; // TRUE after the tweens have been created
+ int _playCount = -1; // Used when calling DOPlayNext
+
+ #region Unity Methods
+
+ void Awake()
+ {
+ if (!isActive || !isValid) return;
+
+ if (animationType != AnimationType.Move || !useTargetAsV3) {
+ // Don't create tweens if we're using a RectTransform as a Move target,
+ // because that will work only inside Start
+ CreateTween();
+ _tweenCreated = true;
+ }
+ }
+
+ void Start()
+ {
+ if (_tweenCreated || !isActive || !isValid) return;
+
+ CreateTween();
+ _tweenCreated = true;
+ }
+
+ void Reset()
+ {
+ Dispatch_OnReset(this);
+ }
+
+ void OnDestroy()
+ {
+ if (tween != null && tween.IsActive()) tween.Kill();
+ tween = null;
+ }
+
+ // Used also by DOTweenAnimationInspector when applying runtime changes and restarting
+ public void CreateTween()
+ {
+// if (target == null) {
+// Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
+// return;
+// }
+
+ GameObject tweenGO = GetTweenGO();
+ if (target == null || tweenGO == null) {
+ if (targetIsSelf && target == null) {
+ // Old error caused during upgrade from DOTween Pro 0.9.255
+ Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target is NULL, because the animation was created with a DOTween Pro version older than 0.9.255. To fix this, exit Play mode then simply select this object, and it will update automatically", this.gameObject.name), this.gameObject);
+ } else {
+ // Missing non-self target
+ Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject);
+ }
+ return;
+ }
+
+ if (forcedTargetType != TargetType.Unset) targetType = forcedTargetType;
+ if (targetType == TargetType.Unset) {
+ // Legacy DOTweenAnimation (made with a version older than 0.9.450) without stored targetType > assign it now
+ targetType = TypeToDOTargetType(target.GetType());
+ }
+
+ switch (animationType) {
+ case AnimationType.None:
+ break;
+ case AnimationType.Move:
+ if (useTargetAsV3) {
+ isRelative = false;
+ if (endValueTransform == null) {
+ Debug.LogWarning(string.Format("{0} :: This tween's TO target is NULL, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
+ endValueV3 = Vector3.zero;
+ } else {
+#if true // UI_MARKER
+ if (targetType == TargetType.RectTransform) {
+ RectTransform endValueT = endValueTransform as RectTransform;
+ if (endValueT == null) {
+ Debug.LogWarning(string.Format("{0} :: This tween's TO target should be a RectTransform, a Vector3 of (0,0,0) will be used instead", this.gameObject.name), this.gameObject);
+ endValueV3 = Vector3.zero;
+ } else {
+ RectTransform rTarget = target as RectTransform;
+ if (rTarget == null) {
+ Debug.LogWarning(string.Format("{0} :: This tween's target and TO target are not of the same type. Please reassign the values", this.gameObject.name), this.gameObject);
+ } else {
+ // Problem: doesn't work inside Awake (ararargh!)
+ endValueV3 = DOTweenModuleUI.Utils.SwitchToRectTransform(endValueT, rTarget);
+ }
+ }
+ } else
+#endif
+ endValueV3 = endValueTransform.position;
+ }
+ }
+ switch (targetType) {
+ case TargetType.Transform:
+ tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
+ break;
+ case TargetType.RectTransform:
+#if true // UI_MARKER
+ tween = ((RectTransform)target).DOAnchorPos3D(endValueV3, duration, optionalBool0);
+#else
+ tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
+#endif
+ break;
+ case TargetType.Rigidbody:
+#if true // PHYSICS_MARKER
+ tween = ((Rigidbody)target).DOMove(endValueV3, duration, optionalBool0);
+#else
+ tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
+#endif
+ break;
+ case TargetType.Rigidbody2D:
+#if true // PHYSICS2D_MARKER
+ tween = ((Rigidbody2D)target).DOMove(endValueV3, duration, optionalBool0);
+#else
+ tween = ((Transform)target).DOMove(endValueV3, duration, optionalBool0);
+#endif
+ break;
+ }
+ break;
+ case AnimationType.LocalMove:
+ tween = tweenGO.transform.DOLocalMove(endValueV3, duration, optionalBool0);
+ break;
+ case AnimationType.Rotate:
+ switch (targetType) {
+ case TargetType.Transform:
+ tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
+ break;
+ case TargetType.Rigidbody:
+#if true // PHYSICS_MARKER
+ tween = ((Rigidbody)target).DORotate(endValueV3, duration, optionalRotationMode);
+#else
+ tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
+#endif
+ break;
+ case TargetType.Rigidbody2D:
+#if true // PHYSICS2D_MARKER
+ tween = ((Rigidbody2D)target).DORotate(endValueFloat, duration);
+#else
+ tween = ((Transform)target).DORotate(endValueV3, duration, optionalRotationMode);
+#endif
+ break;
+ }
+ break;
+ case AnimationType.LocalRotate:
+ tween = tweenGO.transform.DOLocalRotate(endValueV3, duration, optionalRotationMode);
+ break;
+ case AnimationType.Scale:
+ switch (targetType) {
+#if false // TK2D_MARKER
+ case TargetType.tk2dTextMesh:
+ tween = ((tk2dTextMesh)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
+ break;
+ case TargetType.tk2dBaseSprite:
+ tween = ((tk2dBaseSprite)target).DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
+ break;
+#endif
+ default:
+ tween = tweenGO.transform.DOScale(optionalBool0 ? new Vector3(endValueFloat, endValueFloat, endValueFloat) : endValueV3, duration);
+ break;
+ }
+ break;
+#if true // UI_MARKER
+ case AnimationType.UIWidthHeight:
+ tween = ((RectTransform)target).DOSizeDelta(optionalBool0 ? new Vector2(endValueFloat, endValueFloat) : endValueV2, duration);
+ break;
+#endif
+ case AnimationType.Color:
+ isRelative = false;
+ switch (targetType) {
+ case TargetType.Renderer:
+ tween = ((Renderer)target).material.DOColor(endValueColor, duration);
+ break;
+ case TargetType.Light:
+ tween = ((Light)target).DOColor(endValueColor, duration);
+ break;
+#if true // SPRITE_MARKER
+ case TargetType.SpriteRenderer:
+ tween = ((SpriteRenderer)target).DOColor(endValueColor, duration);
+ break;
+#endif
+#if true // UI_MARKER
+ case TargetType.Image:
+ tween = ((Graphic)target).DOColor(endValueColor, duration);
+ break;
+ case TargetType.Text:
+ tween = ((Text)target).DOColor(endValueColor, duration);
+ break;
+#endif
+#if false // TK2D_MARKER
+ case TargetType.tk2dTextMesh:
+ tween = ((tk2dTextMesh)target).DOColor(endValueColor, duration);
+ break;
+ case TargetType.tk2dBaseSprite:
+ tween = ((tk2dBaseSprite)target).DOColor(endValueColor, duration);
+ break;
+#endif
+#if false // TEXTMESHPRO_MARKER
+ case TargetType.TextMeshProUGUI:
+ tween = ((TextMeshProUGUI)target).DOColor(endValueColor, duration);
+ break;
+ case TargetType.TextMeshPro:
+ tween = ((TextMeshPro)target).DOColor(endValueColor, duration);
+ break;
+#endif
+ }
+ break;
+ case AnimationType.Fade:
+ isRelative = false;
+ switch (targetType) {
+ case TargetType.Renderer:
+ tween = ((Renderer)target).material.DOFade(endValueFloat, duration);
+ break;
+ case TargetType.Light:
+ tween = ((Light)target).DOIntensity(endValueFloat, duration);
+ break;
+#if true // SPRITE_MARKER
+ case TargetType.SpriteRenderer:
+ tween = ((SpriteRenderer)target).DOFade(endValueFloat, duration);
+ break;
+#endif
+#if true // UI_MARKER
+ case TargetType.Image:
+ tween = ((Graphic)target).DOFade(endValueFloat, duration);
+ break;
+ case TargetType.Text:
+ tween = ((Text)target).DOFade(endValueFloat, duration);
+ break;
+ case TargetType.CanvasGroup:
+ tween = ((CanvasGroup)target).DOFade(endValueFloat, duration);
+ break;
+#endif
+#if false // TK2D_MARKER
+ case TargetType.tk2dTextMesh:
+ tween = ((tk2dTextMesh)target).DOFade(endValueFloat, duration);
+ break;
+ case TargetType.tk2dBaseSprite:
+ tween = ((tk2dBaseSprite)target).DOFade(endValueFloat, duration);
+ break;
+#endif
+#if false // TEXTMESHPRO_MARKER
+ case TargetType.TextMeshProUGUI:
+ tween = ((TextMeshProUGUI)target).DOFade(endValueFloat, duration);
+ break;
+ case TargetType.TextMeshPro:
+ tween = ((TextMeshPro)target).DOFade(endValueFloat, duration);
+ break;
+#endif
+ }
+ break;
+ case AnimationType.Text:
+#if true // UI_MARKER
+ switch (targetType) {
+ case TargetType.Text:
+ tween = ((Text)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+ break;
+ }
+#endif
+#if false // TK2D_MARKER
+ switch (targetType) {
+ case TargetType.tk2dTextMesh:
+ tween = ((tk2dTextMesh)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+ break;
+ }
+#endif
+#if false // TEXTMESHPRO_MARKER
+ switch (targetType) {
+ case TargetType.TextMeshProUGUI:
+ tween = ((TextMeshProUGUI)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+ break;
+ case TargetType.TextMeshPro:
+ tween = ((TextMeshPro)target).DOText(endValueString, duration, optionalBool0, optionalScrambleMode, optionalString);
+ break;
+ }
+#endif
+ break;
+ case AnimationType.PunchPosition:
+ switch (targetType) {
+ case TargetType.Transform:
+ tween = ((Transform)target).DOPunchPosition(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+#if true // UI_MARKER
+ case TargetType.RectTransform:
+ tween = ((RectTransform)target).DOPunchAnchorPos(endValueV3, duration, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+#endif
+ }
+ break;
+ case AnimationType.PunchScale:
+ tween = tweenGO.transform.DOPunchScale(endValueV3, duration, optionalInt0, optionalFloat0);
+ break;
+ case AnimationType.PunchRotation:
+ tween = tweenGO.transform.DOPunchRotation(endValueV3, duration, optionalInt0, optionalFloat0);
+ break;
+ case AnimationType.ShakePosition:
+ switch (targetType) {
+ case TargetType.Transform:
+ tween = ((Transform)target).DOShakePosition(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+#if true // UI_MARKER
+ case TargetType.RectTransform:
+ tween = ((RectTransform)target).DOShakeAnchorPos(duration, endValueV3, optionalInt0, optionalFloat0, optionalBool0);
+ break;
+#endif
+ }
+ break;
+ case AnimationType.ShakeScale:
+ tween = tweenGO.transform.DOShakeScale(duration, endValueV3, optionalInt0, optionalFloat0);
+ break;
+ case AnimationType.ShakeRotation:
+ tween = tweenGO.transform.DOShakeRotation(duration, endValueV3, optionalInt0, optionalFloat0);
+ break;
+ case AnimationType.CameraAspect:
+ tween = ((Camera)target).DOAspect(endValueFloat, duration);
+ break;
+ case AnimationType.CameraBackgroundColor:
+ tween = ((Camera)target).DOColor(endValueColor, duration);
+ break;
+ case AnimationType.CameraFieldOfView:
+ tween = ((Camera)target).DOFieldOfView(endValueFloat, duration);
+ break;
+ case AnimationType.CameraOrthoSize:
+ tween = ((Camera)target).DOOrthoSize(endValueFloat, duration);
+ break;
+ case AnimationType.CameraPixelRect:
+ tween = ((Camera)target).DOPixelRect(endValueRect, duration);
+ break;
+ case AnimationType.CameraRect:
+ tween = ((Camera)target).DORect(endValueRect, duration);
+ break;
+ }
+
+ if (tween == null) return;
+
+ if (isFrom) {
+ ((Tweener)tween).From(isRelative);
+ } else {
+ tween.SetRelative(isRelative);
+ }
+ GameObject setTarget = targetIsSelf || !tweenTargetIsTargetGO ? this.gameObject : targetGO;
+ tween.SetTarget(setTarget).SetDelay(delay).SetLoops(loops, loopType).SetAutoKill(autoKill)
+ .OnKill(()=> tween = null);
+ if (isSpeedBased) tween.SetSpeedBased();
+ if (easeType == Ease.INTERNAL_Custom) tween.SetEase(easeCurve);
+ else tween.SetEase(easeType);
+ if (!string.IsNullOrEmpty(id)) tween.SetId(id);
+ tween.SetUpdate(isIndependentUpdate);
+
+ if (hasOnStart) {
+ if (onStart != null) tween.OnStart(onStart.Invoke);
+ } else onStart = null;
+ if (hasOnPlay) {
+ if (onPlay != null) tween.OnPlay(onPlay.Invoke);
+ } else onPlay = null;
+ if (hasOnUpdate) {
+ if (onUpdate != null) tween.OnUpdate(onUpdate.Invoke);
+ } else onUpdate = null;
+ if (hasOnStepComplete) {
+ if (onStepComplete != null) tween.OnStepComplete(onStepComplete.Invoke);
+ } else onStepComplete = null;
+ if (hasOnComplete) {
+ if (onComplete != null) tween.OnComplete(onComplete.Invoke);
+ } else onComplete = null;
+ if (hasOnRewind) {
+ if (onRewind != null) tween.OnRewind(onRewind.Invoke);
+ } else onRewind = null;
+
+ if (autoPlay) tween.Play();
+ else tween.Pause();
+
+ if (hasOnTweenCreated && onTweenCreated != null) onTweenCreated.Invoke();
+ }
+
+ #endregion
+
+ #region Public Methods
+
+ // These methods are here so they can be called directly via Unity's UGUI event system
+
+ public override void DOPlay()
+ {
+ DOTween.Play(this.gameObject);
+ }
+
+ public override void DOPlayBackwards()
+ {
+ DOTween.PlayBackwards(this.gameObject);
+ }
+
+ public override void DOPlayForward()
+ {
+ DOTween.PlayForward(this.gameObject);
+ }
+
+ public override void DOPause()
+ {
+ DOTween.Pause(this.gameObject);
+ }
+
+ public override void DOTogglePause()
+ {
+ DOTween.TogglePause(this.gameObject);
+ }
+
+ public override void DORewind()
+ {
+ _playCount = -1;
+ // Rewind using Components order (in case there are multiple animations on the same property)
+ DOTweenAnimation[] anims = this.gameObject.GetComponents();
+ for (int i = anims.Length - 1; i > -1; --i) {
+ Tween t = anims[i].tween;
+ if (t != null && t.IsInitialized()) anims[i].tween.Rewind();
+ }
+ // DOTween.Rewind(this.gameObject);
+ }
+
+ ///
+ /// Restarts the tween
+ ///
+ public override void DORestart()
+ { DORestart(false); }
+ ///
+ /// Restarts the tween
+ ///
+ /// If TRUE, re-evaluates the tween's start and end values from its current position.
+ /// Set it to TRUE when spawning the same DOTweenAnimation in different positions (like when using a pooling system)
+ public override void DORestart(bool fromHere)
+ {
+ _playCount = -1;
+ if (tween == null) {
+ if (Debugger.logPriority > 1) Debugger.LogNullTween(tween); return;
+ }
+ if (fromHere && isRelative) ReEvaluateRelativeTween();
+ DOTween.Restart(this.gameObject);
+ }
+
+ public override void DOComplete()
+ {
+ DOTween.Complete(this.gameObject);
+ }
+
+ public override void DOKill()
+ {
+ DOTween.Kill(this.gameObject);
+ tween = null;
+ }
+
+ #region Specifics
+
+ public void DOPlayById(string id)
+ {
+ DOTween.Play(this.gameObject, id);
+ }
+ public void DOPlayAllById(string id)
+ {
+ DOTween.Play(id);
+ }
+
+ public void DOPauseAllById(string id)
+ {
+ DOTween.Pause(id);
+ }
+
+ public void DOPlayBackwardsById(string id)
+ {
+ DOTween.PlayBackwards(this.gameObject, id);
+ }
+ public void DOPlayBackwardsAllById(string id)
+ {
+ DOTween.PlayBackwards(id);
+ }
+
+ public void DOPlayForwardById(string id)
+ {
+ DOTween.PlayForward(this.gameObject, id);
+ }
+ public void DOPlayForwardAllById(string id)
+ {
+ DOTween.PlayForward(id);
+ }
+
+ public void DOPlayNext()
+ {
+ DOTweenAnimation[] anims = this.GetComponents();
+ while (_playCount < anims.Length - 1) {
+ _playCount++;
+ DOTweenAnimation anim = anims[_playCount];
+ if (anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()) {
+ anim.tween.Play();
+ break;
+ }
+ }
+ }
+
+ public void DORewindAndPlayNext()
+ {
+ _playCount = -1;
+ DOTween.Rewind(this.gameObject);
+ DOPlayNext();
+ }
+
+ public void DORewindAllById(string id)
+ {
+ _playCount = -1;
+ DOTween.Rewind(id);
+ }
+
+ public void DORestartById(string id)
+ {
+ _playCount = -1;
+ DOTween.Restart(this.gameObject, id);
+ }
+ public void DORestartAllById(string id)
+ {
+ _playCount = -1;
+ DOTween.Restart(id);
+ }
+
+ ///
+ /// Returns the tweens created by this DOTweenAnimation, in the same order as they appear in the Inspector (top to bottom)
+ ///
+ public List GetTweens()
+ {
+// return DOTween.TweensByTarget(this.gameObject);
+
+ List result = new List();
+ DOTweenAnimation[] anims = this.GetComponents();
+ foreach (DOTweenAnimation anim in anims) result.Add(anim.tween);
+ return result;
+ }
+
+ #endregion
+
+ #region Internal (also used by Inspector)
+
+ public static TargetType TypeToDOTargetType(Type t)
+ {
+ string str = t.ToString();
+ int dotIndex = str.LastIndexOf(".");
+ if (dotIndex != -1) str = str.Substring(dotIndex + 1);
+ if (str.IndexOf("Renderer") != -1 && (str != "SpriteRenderer")) str = "Renderer";
+//#if true // PHYSICS_MARKER
+// if (str == "Rigidbody") str = "Transform";
+//#endif
+//#if true // PHYSICS2D_MARKER
+// if (str == "Rigidbody2D") str = "Transform";
+//#endif
+#if true // UI_MARKER
+// if (str == "RectTransform") str = "Transform";
+ if (str == "RawImage") str = "Image"; // RawImages are managed like Images for DOTweenAnimation (color and fade use Graphic target anyway)
+#endif
+ return (TargetType)Enum.Parse(typeof(TargetType), str);
+ }
+
+ // Editor preview system
+ ///
+ /// Previews the tween in the editor. Only for DOTween internal usage: don't use otherwise.
+ ///
+ public Tween CreateEditorPreview()
+ {
+ if (Application.isPlaying) return null;
+
+ CreateTween();
+ return tween;
+ }
+
+ #endregion
+
+ #endregion
+
+ #region Private
+
+ // Returns the gameObject whose target component should be animated
+ GameObject GetTweenGO()
+ {
+ return targetIsSelf ? this.gameObject : targetGO;
+ }
+
+ // Re-evaluate relative position of path
+ void ReEvaluateRelativeTween()
+ {
+ GameObject tweenGO = GetTweenGO();
+ if (tweenGO == null) {
+ Debug.LogWarning(string.Format("{0} :: This DOTweenAnimation's target/GameObject is unset: the tween will not be created.", this.gameObject.name), this.gameObject);
+ return;
+ }
+ if (animationType == AnimationType.Move) {
+ ((Tweener)tween).ChangeEndValue(tweenGO.transform.position + endValueV3, true);
+ } else if (animationType == AnimationType.LocalMove) {
+ ((Tweener)tween).ChangeEndValue(tweenGO.transform.localPosition + endValueV3, true);
+ }
+ }
+
+ #endregion
+ }
+
+ public static class DOTweenAnimationExtensions
+ {
+// // Doesn't work on Win 8.1
+// public static bool IsSameOrSubclassOf(this Type t, Type tBase)
+// {
+// return t.IsSubclassOf(tBase) || t == tBase;
+// }
+
+ public static bool IsSameOrSubclassOf(this Component t)
+ {
+ return t is T;
+ }
+ }
+}
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta
new file mode 100644
index 00000000..5d92ac7e
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4d0390bd8b8ffd640b34fe25065ff1df
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML
new file mode 100644
index 00000000..14c2bb0a
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML
@@ -0,0 +1,62 @@
+
+
+
+ DOTweenPro
+
+
+
+
+ Restarts the tween
+
+
+
+
+ Restarts the tween
+
+ If TRUE, re-evaluates the tween's start and end values from its current position.
+ Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)
+
+
+
+ Attach this to a GameObject to create and assign a path to it
+
+
+
+ Used internally by the editor
+
+
+
+ Restarts the tween
+
+
+
+
+ Restarts the tween
+
+ If TRUE, re-evaluates the tween's start and end values from its current position.
+ Set it to TRUE when spawning the same DOTweenPath in different positions (like when using a pooling system)
+
+
+
+ Returns a list of points that are used to draw the path inside the editor.
+
+
+
+
+ Tweens a Vector3 along a spiral.
+ EndValue represents the direction of the spiral
+
+
+
+
+ Spiral tween mode
+
+
+
+ The spiral motion will expand outwards for the whole the tween
+
+
+ The spiral motion will expand outwards for half the tween and then will spiral back to the starting position
+
+
+
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML.meta
new file mode 100644
index 00000000..a396828a
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.XML.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: db7d7ef84c388bc4fbc3835d31a15306
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll
new file mode 100644
index 00000000..c183bb96
Binary files /dev/null and b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll differ
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll.meta
new file mode 100644
index 00000000..6bcf8170
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenPro.dll.meta
@@ -0,0 +1,21 @@
+fileFormatVersion: 2
+guid: aa0b1eebb5db27a419fa4564bbe5c9c5
+PluginImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ iconMap: {}
+ executionOrder: {}
+ defineConstraints: []
+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ validateReferences: 1
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 1
+ settings: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs b/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs
new file mode 100644
index 00000000..12ee7ef1
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs
@@ -0,0 +1,90 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins;
+using UnityEngine;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ public static class DOTweenProShortcuts
+ {
+ static DOTweenProShortcuts()
+ {
+ // Create stub instances of custom plugins, in order to allow IL2CPP to understand they must be included in the build
+#pragma warning disable 219
+ SpiralPlugin stub = new SpiralPlugin();
+#pragma warning restore 219
+ }
+
+ #region Shortcuts
+
+ #region Transform
+
+ /// Tweens a Transform's localPosition in a spiral shape.
+ /// Also stores the transform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The axis around which the spiral will rotate
+ /// The type of spiral movement
+ /// Speed of the rotations
+ /// Frequency of the rotation. Lower values lead to wider spirals
+ /// Indicates how much the tween should move along the spiral's axis
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOSpiral(
+ this Transform target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
+ float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
+ ) {
+ if (Mathf.Approximately(speed, 0)) speed = 1;
+ if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
+
+ TweenerCore t = DOTween.To(SpiralPlugin.Get(), () => target.localPosition, x => target.localPosition = x, (Vector3)axis, duration)
+ .SetTarget(target);
+
+ t.plugOptions.mode = mode;
+ t.plugOptions.speed = speed;
+ t.plugOptions.frequency = frequency;
+ t.plugOptions.depth = depth;
+ t.plugOptions.snapping = snapping;
+ return t;
+ }
+
+ #endregion
+
+#if true // PHYSICS_MARKER
+ #region Rigidbody
+
+ /// Tweens a Rigidbody's position in a spiral shape.
+ /// Also stores the transform as the tween's target so it can be used for filtered operations
+ /// The duration of the tween
+ /// The axis around which the spiral will rotate
+ /// The type of spiral movement
+ /// Speed of the rotations
+ /// Frequency of the rotation. Lower values lead to wider spirals
+ /// Indicates how much the tween should move along the spiral's axis
+ /// If TRUE the tween will smoothly snap all values to integers
+ public static Tweener DOSpiral(
+ this Rigidbody target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,
+ float speed = 1, float frequency = 10, float depth = 0, bool snapping = false
+ ) {
+ if (Mathf.Approximately(speed, 0)) speed = 1;
+ if (axis == null || axis == Vector3.zero) axis = Vector3.forward;
+
+ TweenerCore t = DOTween.To(SpiralPlugin.Get(), () => target.position, target.MovePosition, (Vector3)axis, duration)
+ .SetTarget(target);
+
+ t.plugOptions.mode = mode;
+ t.plugOptions.speed = speed;
+ t.plugOptions.frequency = frequency;
+ t.plugOptions.depth = depth;
+ t.plugOptions.snapping = snapping;
+ return t;
+ }
+
+ #endregion
+#endif
+
+ #endregion
+ }
+}
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta
new file mode 100644
index 00000000..99f8a2e3
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenProShortcuts.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1c3190a1a1c53f449926f6d5542b4ce5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs
new file mode 100644
index 00000000..d6855562
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs
@@ -0,0 +1,141 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/27 19:02
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+#if false // MODULE_MARKER
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+using TMPro;
+
+namespace DG.Tweening
+{
+ ///
+ /// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
+ ///
+ public static class ShortcutExtensionsTMPText
+ {
+ #region Colors
+
+ /// Tweens a TextMeshPro's color to the given value.
+ /// Also stores the TextMeshPro 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 TMP_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 TextMeshPro's faceColor to the given value.
+ /// Also stores the TextMeshPro 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 DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's outlineColor to the given value.
+ /// Also stores the TextMeshPro 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 DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's glow color to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE will use the fontSharedMaterial instead than the fontMaterial
+ public static TweenerCore DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
+ {
+ TweenerCore t = useSharedMaterial
+ ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
+ : target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's alpha color to the given value.
+ /// Also stores the TextMeshPro 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 TMP_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 TextMeshPro faceColor's alpha to the given value.
+ /// Also stores the TextMeshPro 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 DOFaceFade(this TMP_Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Other
+
+ /// Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
+ /// Also stores the TextMeshPro 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 TMP_Text target, float endValue, float duration)
+ {
+ Transform trans = target.transform;
+ Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
+ TweenerCore t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's fontSize to the given value.
+ /// Also stores the TextMeshPro 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 DOFontSize(this TMP_Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's maxVisibleCharacters to the given value.
+ /// Also stores the TextMeshPro 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 DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's text to the given value.
+ /// Also stores the TextMeshPro 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 TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+ }
+}
+#endif
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon
new file mode 100644
index 00000000..d6855562
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon
@@ -0,0 +1,141 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/27 19:02
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+#if false // MODULE_MARKER
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+using TMPro;
+
+namespace DG.Tweening
+{
+ ///
+ /// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
+ ///
+ public static class ShortcutExtensionsTMPText
+ {
+ #region Colors
+
+ /// Tweens a TextMeshPro's color to the given value.
+ /// Also stores the TextMeshPro 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 TMP_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 TextMeshPro's faceColor to the given value.
+ /// Also stores the TextMeshPro 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 DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's outlineColor to the given value.
+ /// Also stores the TextMeshPro 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 DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's glow color to the given value.
+ /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations
+ /// The end value to reachThe duration of the tween
+ /// If TRUE will use the fontSharedMaterial instead than the fontMaterial
+ public static TweenerCore DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
+ {
+ TweenerCore t = useSharedMaterial
+ ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
+ : target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's alpha color to the given value.
+ /// Also stores the TextMeshPro 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 TMP_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 TextMeshPro faceColor's alpha to the given value.
+ /// Also stores the TextMeshPro 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 DOFaceFade(this TMP_Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region Other
+
+ /// Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
+ /// Also stores the TextMeshPro 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 TMP_Text target, float endValue, float duration)
+ {
+ Transform trans = target.transform;
+ Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
+ TweenerCore t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's fontSize to the given value.
+ /// Also stores the TextMeshPro 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 DOFontSize(this TMP_Text target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's maxVisibleCharacters to the given value.
+ /// Also stores the TextMeshPro 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 DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a TextMeshPro's text to the given value.
+ /// Also stores the TextMeshPro 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 TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+ }
+}
+#endif
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon.meta
new file mode 100644
index 00000000..16c94f5b
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.addon.meta
@@ -0,0 +1,7 @@
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diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta
new file mode 100644
index 00000000..66ff6cdf
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTextMeshPro.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs
new file mode 100644
index 00000000..0c57bfef
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs
@@ -0,0 +1,247 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2014/10/27 15:59
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+#if false // MODULE_MARKER
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+namespace DG.Tweening
+{
+ ///
+ /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances.
+ ///
+ public static class ShortcutExtensionsTk2d
+ {
+ #region Sprite
+
+ /// Tweens a 2D Toolkit Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, Vector3 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleX(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleY(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleZ(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z)
+ .SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite's color to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite's alpha color to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite'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 tk2dBaseSprite 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 tk2dSlicedSprite
+
+ /// Tweens a 2D Toolkit SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensions(this tk2dSlicedSprite target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensionsX(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensionsY(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region TextMesh
+
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, Vector3 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleX(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleY(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleZ(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z)
+ .SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh's color to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh's alpha color to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh'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 tk2dTextMesh 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 tk2dTextMesh's text to the given value.
+ /// Also stores the tk2dTextMesh 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 tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+ }
+}
+#endif
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon
new file mode 100644
index 00000000..7b7c9883
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon
@@ -0,0 +1,245 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2014/10/27 15:59
+//
+// License Copyright (c) Daniele Giardini.
+// This work is subject to the terms at http://dotween.demigiant.com/license.php
+
+#if false // MODULE_MARKER
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Options;
+using UnityEngine;
+
+namespace DG.Tweening
+{
+ ///
+ /// Methods that extend 2D Toolkit objects and allow to directly create and control tweens from their instances.
+ ///
+ public static class ShortcutExtensionsTk2d
+ {
+ #region Sprite
+
+ /// Tweens a 2D Toolkit Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, Vector3 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleX(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleY(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a Sprite's dimensions to the given value.
+ /// Also stores the Sprite 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 DOScaleZ(this tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z)
+ .SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite's color to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite's alpha color to the given value.
+ /// Also stores the Sprite 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 tk2dBaseSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit Sprite'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 tk2dBaseSprite target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ return s;
+ }
+
+ #endregion
+
+ #region tk2dSlicedSprite
+
+ /// Tweens a 2D Toolkit SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensions(this tk2dSlicedSprite target, Vector2 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensionsX(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(endValue, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a SlicedSprite's dimensions to the given value.
+ /// Also stores the SlicedSprite 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 DOScaleDimensionsY(this tk2dSlicedSprite target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.dimensions, x => target.dimensions = x, new Vector2(0, endValue), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+
+ #region TextMesh
+
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, Vector3 endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleX(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(endValue, 0, 0), duration);
+ t.SetOptions(AxisConstraint.X)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleY(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, endValue, 0), duration);
+ t.SetOptions(AxisConstraint.Y)
+ .SetTarget(target);
+ return t;
+ }
+ /// Tweens a 2D Toolkit TextMesh's dimensions to the given value.
+ /// Also stores the TextMesh 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 DOScaleZ(this tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.scale, x => target.scale = x, new Vector3(0, 0, endValue), duration);
+ t.SetOptions(AxisConstraint.Z)
+ .SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh's color to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, Color endValue, float duration)
+ {
+ TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh's alpha color to the given value.
+ /// Also stores the TextMesh 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 tk2dTextMesh target, float endValue, float duration)
+ {
+ TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
+ t.SetTarget(target);
+ return t;
+ }
+
+ /// Tweens a 2D Toolkit TextMesh'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 tk2dTextMesh target, Gradient gradient, float duration)
+ {
+ Sequence s = DOTween.Sequence();
+ GradientColorKey[] colors = gradient.colorKeys;
+ int len = colors.Length;
+ for (int i = 0; i < len; ++i) {
+ GradientColorKey c = colors[i];
+ if (i == 0 && c.time <= 0) {
+ target.color = c.color;
+ continue;
+ }
+ float colorDuration = i == len - 1
+ ? duration - s.Duration(false) // Verifies that total duration is correct
+ : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
+ s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
+ }
+ return s;
+ }
+
+ /// Tweens a tk2dTextMesh's text to the given value.
+ /// Also stores the tk2dTextMesh 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 tk2dTextMesh target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
+ {
+ TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
+ t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
+ .SetTarget(target);
+ return t;
+ }
+
+ #endregion
+ }
+}
+#endif
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon.meta
new file mode 100644
index 00000000..68cd7944
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.addon.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 6ec99626716d95c4ba56a6d6f9dec583
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta
new file mode 100644
index 00000000..d9c79021
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/DOTweenTk2d.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b590cd7c24ffa5d4faa5b6fa993cccad
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor.meta b/box1/Assets/Demigiant/DOTweenPro/Editor.meta
new file mode 100644
index 00000000..5a18f1f7
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 5e520c654e35fcf4dac8e21e904459e3
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs
new file mode 100644
index 00000000..7f98ce9a
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs
@@ -0,0 +1,745 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/12 16:03
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using DG.DemiEditor;
+using DG.DOTweenEditor.Core;
+using DG.DOTweenEditor.UI;
+using DG.Tweening;
+using DG.Tweening.Core;
+using UnityEditor;
+using UnityEngine;
+using DOTweenSettings = DG.Tweening.Core.DOTweenSettings;
+#if true // UI_MARKER
+using UnityEngine.UI;
+#endif
+#if false // TEXTMESHPRO_MARKER
+ using TMPro;
+#endif
+
+namespace DG.DOTweenEditor
+{
+ [CustomEditor(typeof(DOTweenAnimation))]
+ public class DOTweenAnimationInspector : ABSAnimationInspector
+ {
+ enum FadeTargetType
+ {
+ CanvasGroup,
+ Image
+ }
+
+ enum ChooseTargetMode
+ {
+ None,
+ BetweenCanvasGroupAndImage
+ }
+
+ static readonly Dictionary _AnimationTypeToComponent = new Dictionary() {
+ { DOTweenAnimation.AnimationType.Move, new[] {
+#if true // PHYSICS_MARKER
+ typeof(Rigidbody),
+#endif
+#if true // PHYSICS2D_MARKER
+ typeof(Rigidbody2D),
+#endif
+#if true // UI_MARKER
+ typeof(RectTransform),
+#endif
+ typeof(Transform)
+ }},
+ { DOTweenAnimation.AnimationType.Rotate, new[] {
+#if true // PHYSICS_MARKER
+ typeof(Rigidbody),
+#endif
+#if true // PHYSICS2D_MARKER
+ typeof(Rigidbody2D),
+#endif
+ typeof(Transform)
+ }},
+ { DOTweenAnimation.AnimationType.LocalMove, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.LocalRotate, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.Scale, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.Color, new[] {
+ typeof(Light),
+#if true // SPRITE_MARKER
+ typeof(SpriteRenderer),
+#endif
+#if true // UI_MARKER
+ typeof(Image), typeof(Text), typeof(RawImage),
+#endif
+ typeof(Renderer),
+ }},
+ { DOTweenAnimation.AnimationType.Fade, new[] {
+ typeof(Light),
+#if true // SPRITE_MARKER
+ typeof(SpriteRenderer),
+#endif
+#if true // UI_MARKER
+ typeof(Image), typeof(Text), typeof(CanvasGroup), typeof(RawImage),
+#endif
+ typeof(Renderer),
+ }},
+#if true // UI_MARKER
+ { DOTweenAnimation.AnimationType.Text, new[] { typeof(Text) } },
+#endif
+ { DOTweenAnimation.AnimationType.PunchPosition, new[] {
+#if true // UI_MARKER
+ typeof(RectTransform),
+#endif
+ typeof(Transform)
+ }},
+ { DOTweenAnimation.AnimationType.PunchRotation, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.PunchScale, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.ShakePosition, new[] {
+#if true // UI_MARKER
+ typeof(RectTransform),
+#endif
+ typeof(Transform)
+ }},
+ { DOTweenAnimation.AnimationType.ShakeRotation, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.ShakeScale, new[] { typeof(Transform) } },
+ { DOTweenAnimation.AnimationType.CameraAspect, new[] { typeof(Camera) } },
+ { DOTweenAnimation.AnimationType.CameraBackgroundColor, new[] { typeof(Camera) } },
+ { DOTweenAnimation.AnimationType.CameraFieldOfView, new[] { typeof(Camera) } },
+ { DOTweenAnimation.AnimationType.CameraOrthoSize, new[] { typeof(Camera) } },
+ { DOTweenAnimation.AnimationType.CameraPixelRect, new[] { typeof(Camera) } },
+ { DOTweenAnimation.AnimationType.CameraRect, new[] { typeof(Camera) } },
+#if true // UI_MARKER
+ { DOTweenAnimation.AnimationType.UIWidthHeight, new[] { typeof(RectTransform) } },
+#endif
+ };
+
+#if false // TK2D_MARKER
+ static readonly Dictionary _Tk2dAnimationTypeToComponent = new Dictionary() {
+ { DOTweenAnimation.AnimationType.Scale, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
+ { DOTweenAnimation.AnimationType.Color, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
+ { DOTweenAnimation.AnimationType.Fade, new[] { typeof(tk2dBaseSprite), typeof(tk2dTextMesh) } },
+ { DOTweenAnimation.AnimationType.Text, new[] { typeof(tk2dTextMesh) } }
+ };
+#endif
+#if false // TEXTMESHPRO_MARKER
+ static readonly Dictionary _TMPAnimationTypeToComponent = new Dictionary() {
+ { DOTweenAnimation.AnimationType.Color, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
+ { DOTweenAnimation.AnimationType.Fade, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } },
+ { DOTweenAnimation.AnimationType.Text, new[] { typeof(TextMeshPro), typeof(TextMeshProUGUI) } }
+ };
+#endif
+
+ static readonly string[] _AnimationType = new[] {
+ "None",
+ "Move", "LocalMove",
+ "Rotate", "LocalRotate",
+ "Scale",
+ "Color", "Fade",
+#if true // UI_MARKER
+ "Text",
+#endif
+#if false // TK2D_MARKER
+ "Text",
+#endif
+#if false // TEXTMESHPRO_MARKER
+ "Text",
+#endif
+#if true // UI_MARKER
+ "UIWidthHeight",
+#endif
+ "Punch/Position", "Punch/Rotation", "Punch/Scale",
+ "Shake/Position", "Shake/Rotation", "Shake/Scale",
+ "Camera/Aspect", "Camera/BackgroundColor", "Camera/FieldOfView", "Camera/OrthoSize", "Camera/PixelRect", "Camera/Rect"
+ };
+ static string[] _animationTypeNoSlashes; // _AnimationType list without slashes in values
+ static string[] _datString; // String representation of DOTweenAnimation enum (here for caching reasons)
+
+ DOTweenAnimation _src;
+ DOTweenSettings _settings;
+ bool _runtimeEditMode; // If TRUE allows to change and save stuff at runtime
+ bool _refreshRequired; // If TRUE refreshes components data
+ int _totComponentsOnSrc; // Used to determine if a Component is added or removed from the source
+ bool _isLightSrc; // Used to determine if we're tweening a Light, to set the max Fade value to more than 1
+#pragma warning disable 414
+ ChooseTargetMode _chooseTargetMode = ChooseTargetMode.None;
+#pragma warning restore 414
+
+ static readonly GUIContent _GuiC_selfTarget_true = new GUIContent(
+ "SELF", "Will animate components on this gameObject"
+ );
+ static readonly GUIContent _GuiC_selfTarget_false = new GUIContent(
+ "OTHER", "Will animate components on the given gameObject instead than on this one"
+ );
+ static readonly GUIContent _GuiC_tweenTargetIsTargetGO_true = new GUIContent(
+ "Use As Tween Target", "Will set the tween target (via SetTarget, used to control a tween directly from a target) to the \"OTHER\" gameObject"
+ );
+ static readonly GUIContent _GuiC_tweenTargetIsTargetGO_false = new GUIContent(
+ "Use As Tween Target", "Will set the tween target (via SetTarget, used to control a tween directly from a target) to the gameObject containing this animation, not the \"OTHER\" one"
+ );
+
+ #region MonoBehaviour Methods
+
+ void OnEnable()
+ {
+ _src = target as DOTweenAnimation;
+ _settings = DOTweenUtilityWindow.GetDOTweenSettings();
+
+ onStartProperty = base.serializedObject.FindProperty("onStart");
+ onPlayProperty = base.serializedObject.FindProperty("onPlay");
+ onUpdateProperty = base.serializedObject.FindProperty("onUpdate");
+ onStepCompleteProperty = base.serializedObject.FindProperty("onStepComplete");
+ onCompleteProperty = base.serializedObject.FindProperty("onComplete");
+ onRewindProperty = base.serializedObject.FindProperty("onRewind");
+ onTweenCreatedProperty = base.serializedObject.FindProperty("onTweenCreated");
+
+ // Convert _AnimationType to _animationTypeNoSlashes
+ int len = _AnimationType.Length;
+ _animationTypeNoSlashes = new string[len];
+ for (int i = 0; i < len; ++i) {
+ string a = _AnimationType[i];
+ a = a.Replace("/", "");
+ _animationTypeNoSlashes[i] = a;
+ }
+ }
+
+ void OnDisable()
+ {
+ DOTweenPreviewManager.StopAllPreviews();
+ }
+
+ override public void OnInspectorGUI()
+ {
+ base.OnInspectorGUI();
+
+ GUILayout.Space(3);
+ EditorGUIUtils.SetGUIStyles();
+
+ bool playMode = Application.isPlaying;
+ _runtimeEditMode = _runtimeEditMode && playMode;
+
+ GUILayout.BeginHorizontal();
+ EditorGUIUtils.InspectorLogo();
+ GUILayout.Label(_src.animationType.ToString() + (string.IsNullOrEmpty(_src.id) ? "" : " [" + _src.id + "]"), EditorGUIUtils.sideLogoIconBoldLabelStyle);
+ // Up-down buttons
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button("▲", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentUp(_src);
+ if (GUILayout.Button("▼", DeGUI.styles.button.toolIco)) UnityEditorInternal.ComponentUtility.MoveComponentDown(_src);
+ GUILayout.EndHorizontal();
+
+ if (playMode) {
+ if (_runtimeEditMode) {
+
+ } else {
+ GUILayout.Space(8);
+ GUILayout.Label("Animation Editor disabled while in play mode", EditorGUIUtils.wordWrapLabelStyle);
+ if (!_src.isActive) {
+ GUILayout.Label("This animation has been toggled as inactive and won't be generated", EditorGUIUtils.wordWrapLabelStyle);
+ GUI.enabled = false;
+ }
+ if (GUILayout.Button(new GUIContent("Activate Edit Mode", "Switches to Runtime Edit Mode, where you can change animations values and restart them"))) {
+ _runtimeEditMode = true;
+ }
+ GUILayout.Label("NOTE: when using DOPlayNext, the sequence is determined by the DOTweenAnimation Components order in the target GameObject's Inspector", EditorGUIUtils.wordWrapLabelStyle);
+ GUILayout.Space(10);
+ if (!_runtimeEditMode) return;
+ }
+ }
+
+ Undo.RecordObject(_src, "DOTween Animation");
+ Undo.RecordObject(_settings, "DOTween Animation");
+
+// _src.isValid = Validate(); // Moved down
+
+ EditorGUIUtility.labelWidth = 110;
+
+ if (playMode) {
+ GUILayout.Space(4);
+ DeGUILayout.Toolbar("Edit Mode Commands");
+ DeGUILayout.BeginVBox(DeGUI.styles.box.stickyTop);
+ GUILayout.BeginHorizontal();
+ if (GUILayout.Button("TogglePause")) _src.tween.TogglePause();
+ if (GUILayout.Button("Rewind")) _src.tween.Rewind();
+ if (GUILayout.Button("Restart")) _src.tween.Restart();
+ GUILayout.EndHorizontal();
+ if (GUILayout.Button("Commit changes and restart")) {
+ _src.tween.Rewind();
+ _src.tween.Kill();
+ if (_src.isValid) {
+ _src.CreateTween();
+ _src.tween.Play();
+ }
+ }
+ GUILayout.Label("To apply your changes when exiting Play mode, use the Component's upper right menu and choose \"Copy Component\", then \"Paste Component Values\" after exiting Play mode", DeGUI.styles.label.wordwrap);
+ DeGUILayout.EndVBox();
+ } else {
+ GUILayout.BeginHorizontal();
+ bool hasManager = _src.GetComponent() != null;
+ EditorGUI.BeginChangeCheck();
+ _settings.showPreviewPanel = hasManager
+ ? DeGUILayout.ToggleButton(_settings.showPreviewPanel, "Preview Controls", styles.custom.inlineToggle)
+ : DeGUILayout.ToggleButton(_settings.showPreviewPanel, "Preview Controls", styles.custom.inlineToggle, GUILayout.Width(120));
+ if (EditorGUI.EndChangeCheck()) {
+ EditorUtility.SetDirty(_settings);
+ DOTweenPreviewManager.StopAllPreviews();
+ }
+ if (!hasManager) {
+ if (GUILayout.Button(new GUIContent("Add Manager", "Adds a manager component which allows you to choose additional options for this gameObject"))) {
+ _src.gameObject.AddComponent();
+ }
+ }
+ GUILayout.EndHorizontal();
+ }
+
+ // Preview in editor
+ bool isPreviewing = _settings.showPreviewPanel ? DOTweenPreviewManager.PreviewGUI(_src) : false;
+
+ EditorGUI.BeginDisabledGroup(isPreviewing);
+ // Choose target
+ GUILayout.BeginHorizontal();
+ _src.isActive = EditorGUILayout.Toggle(new GUIContent("", "If unchecked, this animation will not be created"), _src.isActive, GUILayout.Width(14));
+ EditorGUI.BeginChangeCheck();
+ EditorGUI.BeginChangeCheck();
+ _src.targetIsSelf = DeGUILayout.ToggleButton(
+ _src.targetIsSelf, _src.targetIsSelf ? _GuiC_selfTarget_true : _GuiC_selfTarget_false,
+ new Color(1f, 0.78f, 0f), DeGUI.colors.bg.toggleOn, new Color(0.33f, 0.14f, 0.02f), DeGUI.colors.content.toggleOn,
+ null, GUILayout.Width(47)
+ );
+ bool innerChanged = EditorGUI.EndChangeCheck();
+ if (innerChanged) {
+ _src.targetGO = null;
+ GUI.changed = true;
+ }
+ if (_src.targetIsSelf) GUILayout.Label(_GuiC_selfTarget_true.tooltip);
+ else {
+ using (new DeGUI.ColorScope(null, null, _src.targetGO == null ? Color.red : Color.white)) {
+ _src.targetGO = (GameObject)EditorGUILayout.ObjectField(_src.targetGO, typeof(GameObject), true);
+ }
+ _src.tweenTargetIsTargetGO = DeGUILayout.ToggleButton(
+ _src.tweenTargetIsTargetGO, _src.tweenTargetIsTargetGO ? _GuiC_tweenTargetIsTargetGO_true : _GuiC_tweenTargetIsTargetGO_false,
+ GUILayout.Width(131)
+ );
+ }
+ bool check = EditorGUI.EndChangeCheck();
+ if (check) _refreshRequired = true;
+ GUILayout.EndHorizontal();
+
+ GameObject targetGO = _src.targetIsSelf ? _src.gameObject : _src.targetGO;
+
+ if (targetGO == null) {
+ // Uses external target gameObject but it's not set
+ if (_src.targetGO != null || _src.target != null) {
+ _src.targetGO = null;
+ _src.target = null;
+ GUI.changed = true;
+ }
+ } else {
+ GUILayout.BeginHorizontal();
+ DOTweenAnimation.AnimationType prevAnimType = _src.animationType;
+// _src.animationType = (DOTweenAnimation.AnimationType)EditorGUILayout.EnumPopup(_src.animationType, EditorGUIUtils.popupButton);
+ GUI.enabled = GUI.enabled && _src.isActive;
+ _src.animationType = AnimationToDOTweenAnimationType(_AnimationType[EditorGUILayout.Popup(DOTweenAnimationTypeToPopupId(_src.animationType), _AnimationType)]);
+ _src.autoPlay = DeGUILayout.ToggleButton(_src.autoPlay, new GUIContent("AutoPlay", "If selected, the tween will play automatically"));
+ _src.autoKill = DeGUILayout.ToggleButton(_src.autoKill, new GUIContent("AutoKill", "If selected, the tween will be killed when it completes, and won't be reusable"));
+ GUILayout.EndHorizontal();
+ if (prevAnimType != _src.animationType) {
+ // Set default optional values based on animation type
+ _src.endValueTransform = null;
+ _src.useTargetAsV3 = false;
+ switch (_src.animationType) {
+ case DOTweenAnimation.AnimationType.Move:
+ case DOTweenAnimation.AnimationType.LocalMove:
+ case DOTweenAnimation.AnimationType.Rotate:
+ case DOTweenAnimation.AnimationType.LocalRotate:
+ case DOTweenAnimation.AnimationType.Scale:
+ _src.endValueV3 = Vector3.zero;
+ _src.endValueFloat = 0;
+ _src.optionalBool0 = _src.animationType == DOTweenAnimation.AnimationType.Scale;
+ break;
+ case DOTweenAnimation.AnimationType.UIWidthHeight:
+ _src.endValueV3 = Vector3.zero;
+ _src.endValueFloat = 0;
+ _src.optionalBool0 = _src.animationType == DOTweenAnimation.AnimationType.UIWidthHeight;
+ break;
+ case DOTweenAnimation.AnimationType.Color:
+ case DOTweenAnimation.AnimationType.Fade:
+ _isLightSrc = targetGO.GetComponent() != null;
+ _src.endValueFloat = 0;
+ break;
+ case DOTweenAnimation.AnimationType.Text:
+ _src.optionalBool0 = true;
+ break;
+ case DOTweenAnimation.AnimationType.PunchPosition:
+ case DOTweenAnimation.AnimationType.PunchRotation:
+ case DOTweenAnimation.AnimationType.PunchScale:
+ _src.endValueV3 = _src.animationType == DOTweenAnimation.AnimationType.PunchRotation ? new Vector3(0, 180, 0) : Vector3.one;
+ _src.optionalFloat0 = 1;
+ _src.optionalInt0 = 10;
+ _src.optionalBool0 = false;
+ break;
+ case DOTweenAnimation.AnimationType.ShakePosition:
+ case DOTweenAnimation.AnimationType.ShakeRotation:
+ case DOTweenAnimation.AnimationType.ShakeScale:
+ _src.endValueV3 = _src.animationType == DOTweenAnimation.AnimationType.ShakeRotation ? new Vector3(90, 90, 90) : Vector3.one;
+ _src.optionalInt0 = 10;
+ _src.optionalFloat0 = 90;
+ _src.optionalBool0 = false;
+ break;
+ case DOTweenAnimation.AnimationType.CameraAspect:
+ case DOTweenAnimation.AnimationType.CameraFieldOfView:
+ case DOTweenAnimation.AnimationType.CameraOrthoSize:
+ _src.endValueFloat = 0;
+ break;
+ case DOTweenAnimation.AnimationType.CameraPixelRect:
+ case DOTweenAnimation.AnimationType.CameraRect:
+ _src.endValueRect = new Rect(0, 0, 0, 0);
+ break;
+ }
+ }
+ if (_src.animationType == DOTweenAnimation.AnimationType.None) {
+ _src.isValid = false;
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ return;
+ }
+
+ if (_refreshRequired || prevAnimType != _src.animationType || ComponentsChanged()) {
+ _refreshRequired = false;
+ _src.isValid = Validate(targetGO);
+ // See if we need to choose between multiple targets
+#if true // UI_MARKER
+ if (_src.animationType == DOTweenAnimation.AnimationType.Fade && targetGO.GetComponent() != null && targetGO.GetComponent() != null) {
+ _chooseTargetMode = ChooseTargetMode.BetweenCanvasGroupAndImage;
+ // Reassign target and forcedTargetType if lost
+ if (_src.forcedTargetType == DOTweenAnimation.TargetType.Unset) _src.forcedTargetType = _src.targetType;
+ switch (_src.forcedTargetType) {
+ case DOTweenAnimation.TargetType.CanvasGroup:
+ _src.target = targetGO.GetComponent();
+ break;
+ case DOTweenAnimation.TargetType.Image:
+ _src.target = targetGO.GetComponent();
+ break;
+ }
+ } else {
+#endif
+ _chooseTargetMode = ChooseTargetMode.None;
+ _src.forcedTargetType = DOTweenAnimation.TargetType.Unset;
+#if true // UI_MARKER
+ }
+#endif
+ }
+
+ if (!_src.isValid) {
+ GUI.color = Color.red;
+ GUILayout.BeginVertical(GUI.skin.box);
+ GUILayout.Label("No valid Component was found for the selected animation", EditorGUIUtils.wordWrapLabelStyle);
+ GUILayout.EndVertical();
+ GUI.color = Color.white;
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ return;
+ }
+
+#if true // UI_MARKER
+ // Special cases in which multiple target types could be used (set after validation)
+ if (_chooseTargetMode == ChooseTargetMode.BetweenCanvasGroupAndImage && _src.forcedTargetType != DOTweenAnimation.TargetType.Unset) {
+ FadeTargetType fadeTargetType = (FadeTargetType)Enum.Parse(typeof(FadeTargetType), _src.forcedTargetType.ToString());
+ DOTweenAnimation.TargetType prevTargetType = _src.forcedTargetType;
+ _src.forcedTargetType = (DOTweenAnimation.TargetType)Enum.Parse(typeof(DOTweenAnimation.TargetType), EditorGUILayout.EnumPopup(_src.animationType + " Target", fadeTargetType).ToString());
+ if (_src.forcedTargetType != prevTargetType) {
+ // Target type change > assign correct target
+ switch (_src.forcedTargetType) {
+ case DOTweenAnimation.TargetType.CanvasGroup:
+ _src.target = targetGO.GetComponent();
+ break;
+ case DOTweenAnimation.TargetType.Image:
+ _src.target = targetGO.GetComponent();
+ break;
+ }
+ }
+ }
+#endif
+
+ GUILayout.BeginHorizontal();
+ _src.duration = EditorGUILayout.FloatField("Duration", _src.duration);
+ if (_src.duration < 0) _src.duration = 0;
+ _src.isSpeedBased = DeGUILayout.ToggleButton(_src.isSpeedBased, new GUIContent("SpeedBased", "If selected, the duration will count as units/degree x second"), DeGUI.styles.button.tool, GUILayout.Width(75));
+ GUILayout.EndHorizontal();
+ _src.delay = EditorGUILayout.FloatField("Delay", _src.delay);
+ if (_src.delay < 0) _src.delay = 0;
+ _src.isIndependentUpdate = EditorGUILayout.Toggle("Ignore TimeScale", _src.isIndependentUpdate);
+ _src.easeType = EditorGUIUtils.FilteredEasePopup("Ease", _src.easeType);
+ if (_src.easeType == Ease.INTERNAL_Custom) {
+ _src.easeCurve = EditorGUILayout.CurveField(" Ease Curve", _src.easeCurve);
+ }
+ _src.loops = EditorGUILayout.IntField(new GUIContent("Loops", "Set to -1 for infinite loops"), _src.loops);
+ if (_src.loops < -1) _src.loops = -1;
+ if (_src.loops > 1 || _src.loops == -1)
+ _src.loopType = (LoopType)EditorGUILayout.EnumPopup(" Loop Type", _src.loopType);
+ _src.id = EditorGUILayout.TextField("ID", _src.id);
+
+ bool canBeRelative = true;
+ // End value and eventual specific options
+ switch (_src.animationType) {
+ case DOTweenAnimation.AnimationType.Move:
+ case DOTweenAnimation.AnimationType.LocalMove:
+ GUIEndValueV3(targetGO, _src.animationType == DOTweenAnimation.AnimationType.Move);
+ _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ canBeRelative = !_src.useTargetAsV3;
+ break;
+ case DOTweenAnimation.AnimationType.Rotate:
+ case DOTweenAnimation.AnimationType.LocalRotate:
+ bool isRigidbody2D = DOTweenModuleUtils.Physics.HasRigidbody2D(_src);
+ if (isRigidbody2D) GUIEndValueFloat();
+ else {
+ GUIEndValueV3(targetGO);
+ _src.optionalRotationMode = (RotateMode)EditorGUILayout.EnumPopup(" Rotation Mode", _src.optionalRotationMode);
+ }
+ break;
+ case DOTweenAnimation.AnimationType.Scale:
+ if (_src.optionalBool0) GUIEndValueFloat();
+ else GUIEndValueV3(targetGO);
+ _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0);
+ break;
+ case DOTweenAnimation.AnimationType.UIWidthHeight:
+ if (_src.optionalBool0) GUIEndValueFloat();
+ else GUIEndValueV2();
+ _src.optionalBool0 = EditorGUILayout.Toggle("Uniform Scale", _src.optionalBool0);
+ break;
+ case DOTweenAnimation.AnimationType.Color:
+ GUIEndValueColor();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimation.AnimationType.Fade:
+ GUIEndValueFloat();
+ if (_src.endValueFloat < 0) _src.endValueFloat = 0;
+ if (!_isLightSrc && _src.endValueFloat > 1) _src.endValueFloat = 1;
+ canBeRelative = false;
+ break;
+ case DOTweenAnimation.AnimationType.Text:
+ GUIEndValueString();
+ _src.optionalBool0 = EditorGUILayout.Toggle("Rich Text Enabled", _src.optionalBool0);
+ _src.optionalScrambleMode = (ScrambleMode)EditorGUILayout.EnumPopup("Scramble Mode", _src.optionalScrambleMode);
+ _src.optionalString = EditorGUILayout.TextField(new GUIContent("Custom Scramble", "Custom characters to use in case of ScrambleMode.Custom"), _src.optionalString);
+ break;
+ case DOTweenAnimation.AnimationType.PunchPosition:
+ case DOTweenAnimation.AnimationType.PunchRotation:
+ case DOTweenAnimation.AnimationType.PunchScale:
+ GUIEndValueV3(targetGO);
+ canBeRelative = false;
+ _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the punch vibrate"), _src.optionalInt0, 1, 50);
+ _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Elasticity", "How much the vector will go beyond the starting position when bouncing backwards"), _src.optionalFloat0, 0, 1);
+ if (_src.animationType == DOTweenAnimation.AnimationType.PunchPosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ break;
+ case DOTweenAnimation.AnimationType.ShakePosition:
+ case DOTweenAnimation.AnimationType.ShakeRotation:
+ case DOTweenAnimation.AnimationType.ShakeScale:
+ GUIEndValueV3(targetGO);
+ canBeRelative = false;
+ _src.optionalInt0 = EditorGUILayout.IntSlider(new GUIContent(" Vibrato", "How much will the shake vibrate"), _src.optionalInt0, 1, 50);
+ _src.optionalFloat0 = EditorGUILayout.Slider(new GUIContent(" Randomness", "The shake randomness"), _src.optionalFloat0, 0, 90);
+ if (_src.animationType == DOTweenAnimation.AnimationType.ShakePosition) _src.optionalBool0 = EditorGUILayout.Toggle(" Snapping", _src.optionalBool0);
+ break;
+ case DOTweenAnimation.AnimationType.CameraAspect:
+ case DOTweenAnimation.AnimationType.CameraFieldOfView:
+ case DOTweenAnimation.AnimationType.CameraOrthoSize:
+ GUIEndValueFloat();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimation.AnimationType.CameraBackgroundColor:
+ GUIEndValueColor();
+ canBeRelative = false;
+ break;
+ case DOTweenAnimation.AnimationType.CameraPixelRect:
+ case DOTweenAnimation.AnimationType.CameraRect:
+ GUIEndValueRect();
+ canBeRelative = false;
+ break;
+ }
+
+ // Final settings
+ if (canBeRelative) _src.isRelative = EditorGUILayout.Toggle(" Relative", _src.isRelative);
+
+ // Events
+ AnimationInspectorGUI.AnimationEvents(this, _src);
+ }
+ EditorGUI.EndDisabledGroup();
+
+ if (GUI.changed) EditorUtility.SetDirty(_src);
+ }
+
+ #endregion
+
+ #region Methods
+
+ // Returns TRUE if the Component layout on the src gameObject changed (a Component was added or removed)
+ bool ComponentsChanged()
+ {
+ int prevTotComponentsOnSrc = _totComponentsOnSrc;
+ _totComponentsOnSrc = _src.gameObject.GetComponents().Length;
+ return prevTotComponentsOnSrc != _totComponentsOnSrc;
+ }
+
+ // Checks if a Component that can be animated with the given animationType is attached to the src
+ bool Validate(GameObject targetGO)
+ {
+ if (_src.animationType == DOTweenAnimation.AnimationType.None) return false;
+
+ Component srcTarget;
+ // First check for external plugins
+#if false // TK2D_MARKER
+ if (_Tk2dAnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _Tk2dAnimationTypeToComponent[_src.animationType]) {
+ srcTarget = targetGO.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ _src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
+ return true;
+ }
+ }
+ }
+#endif
+#if false // TEXTMESHPRO_MARKER
+ if (_TMPAnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _TMPAnimationTypeToComponent[_src.animationType]) {
+ srcTarget = targetGO.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ _src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
+ return true;
+ }
+ }
+ }
+#endif
+ // Then check for regular stuff
+ if (_AnimationTypeToComponent.ContainsKey(_src.animationType)) {
+ foreach (Type t in _AnimationTypeToComponent[_src.animationType]) {
+ srcTarget = targetGO.GetComponent(t);
+ if (srcTarget != null) {
+ _src.target = srcTarget;
+ _src.targetType = DOTweenAnimation.TypeToDOTargetType(t);
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ DOTweenAnimation.AnimationType AnimationToDOTweenAnimationType(string animation)
+ {
+ if (_datString == null) _datString = Enum.GetNames(typeof(DOTweenAnimation.AnimationType));
+ animation = animation.Replace("/", "");
+ return (DOTweenAnimation.AnimationType)(Array.IndexOf(_datString, animation));
+ }
+ int DOTweenAnimationTypeToPopupId(DOTweenAnimation.AnimationType animation)
+ {
+ return Array.IndexOf(_animationTypeNoSlashes, animation.ToString());
+ }
+
+ #endregion
+
+ #region GUI Draw Methods
+
+ void GUIEndValueFloat()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueFloat = EditorGUILayout.FloatField(_src.endValueFloat);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueColor()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueColor = EditorGUILayout.ColorField(_src.endValueColor);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueV3(GameObject targetGO, bool optionalTransform = false)
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ if (_src.useTargetAsV3) {
+ Transform prevT = _src.endValueTransform;
+ _src.endValueTransform = EditorGUILayout.ObjectField(_src.endValueTransform, typeof(Transform), true) as Transform;
+ if (_src.endValueTransform != prevT && _src.endValueTransform != null) {
+#if true // UI_MARKER
+ // Check that it's a Transform for a Transform or a RectTransform for a RectTransform
+ if (targetGO.GetComponent() != null) {
+ if (_src.endValueTransform.GetComponent() == null) {
+ EditorUtility.DisplayDialog("DOTween Pro", "For Unity UI elements, the target must also be a UI element", "Ok");
+ _src.endValueTransform = null;
+ }
+ } else if (_src.endValueTransform.GetComponent() != null) {
+ EditorUtility.DisplayDialog("DOTween Pro", "You can't use a UI target for a non UI object", "Ok");
+ _src.endValueTransform = null;
+ }
+#endif
+ }
+ } else {
+ _src.endValueV3 = EditorGUILayout.Vector3Field("", _src.endValueV3, GUILayout.Height(16));
+ }
+ if (optionalTransform) {
+ if (GUILayout.Button(_src.useTargetAsV3 ? "target" : "value", EditorGUIUtils.sideBtStyle, GUILayout.Width(44))) _src.useTargetAsV3 = !_src.useTargetAsV3;
+ }
+ GUILayout.EndHorizontal();
+#if true // UI_MARKER
+ if (_src.useTargetAsV3 && _src.endValueTransform != null && _src.target is RectTransform) {
+ EditorGUILayout.HelpBox("NOTE: when using a UI target, the tween will be created during Start instead of Awake", MessageType.Info);
+ }
+#endif
+ }
+
+ void GUIEndValueV2()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueV2 = EditorGUILayout.Vector2Field("", _src.endValueV2, GUILayout.Height(16));
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueString()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueString = EditorGUILayout.TextArea(_src.endValueString, EditorGUIUtils.wordWrapTextArea);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIEndValueRect()
+ {
+ GUILayout.BeginHorizontal();
+ GUIToFromButton();
+ _src.endValueRect = EditorGUILayout.RectField(_src.endValueRect);
+ GUILayout.EndHorizontal();
+ }
+
+ void GUIToFromButton()
+ {
+ if (GUILayout.Button(_src.isFrom ? "FROM" : "TO", EditorGUIUtils.sideBtStyle, GUILayout.Width(90))) _src.isFrom = !_src.isFrom;
+ GUILayout.Space(16);
+ }
+
+ #endregion
+ }
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ [InitializeOnLoad]
+ static class Initializer
+ {
+ static Initializer()
+ {
+ DOTweenAnimation.OnReset += OnReset;
+ }
+
+ static void OnReset(DOTweenAnimation src)
+ {
+ DOTweenSettings settings = DOTweenUtilityWindow.GetDOTweenSettings();
+ if (settings == null) return;
+
+ Undo.RecordObject(src, "DOTweenAnimation");
+ src.autoPlay = settings.defaultAutoPlay == AutoPlay.All || settings.defaultAutoPlay == AutoPlay.AutoPlayTweeners;
+ src.autoKill = settings.defaultAutoKill;
+ EditorUtility.SetDirty(src);
+ }
+ }
+}
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta
new file mode 100644
index 00000000..a3905ce2
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenAnimationInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e0203fd81362bab4d842d87ad09ee76e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs
new file mode 100644
index 00000000..e6079795
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs
@@ -0,0 +1,263 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2015/03/12 16:03
+
+using System;
+using System.Collections.Generic;
+using DG.DemiEditor;
+using DG.DemiLib;
+using DG.Tweening;
+using DG.Tweening.Core;
+using UnityEditor;
+using UnityEditorInternal;
+using UnityEngine;
+using Object = UnityEngine.Object;
+
+namespace DG.DOTweenEditor
+{
+ public static class DOTweenPreviewManager
+ {
+ static bool _previewOnlyIfSetToAutoPlay = true;
+ static readonly Dictionary _AnimationToTween = new Dictionary();
+ static readonly List _TmpKeys = new List();
+
+ #region Public Methods & GUI
+
+ ///
+ /// Returns TRUE if its actually previewing animations
+ ///
+ public static bool PreviewGUI(DOTweenAnimation src)
+ {
+ if (EditorApplication.isPlaying) return false;
+
+ Styles.Init();
+
+ bool isPreviewing = _AnimationToTween.Count > 0;
+ bool isPreviewingThis = isPreviewing && _AnimationToTween.ContainsKey(src);
+
+ // Preview in editor
+ GUI.backgroundColor = isPreviewing
+ ? new DeSkinColor(new Color(0.49f, 0.8f, 0.86f), new Color(0.15f, 0.26f, 0.35f))
+ : new DeSkinColor(Color.white, new Color(0.13f, 0.13f, 0.13f));
+ GUILayout.BeginVertical(Styles.previewBox);
+ DeGUI.ResetGUIColors();
+ GUILayout.BeginHorizontal();
+ GUILayout.Label("Preview Mode - Experimental", Styles.previewLabel);
+ _previewOnlyIfSetToAutoPlay = DeGUILayout.ToggleButton(
+ _previewOnlyIfSetToAutoPlay,
+ new GUIContent("AutoPlay only", "If toggled only previews animations that have AutoPlay turned ON"),
+ Styles.btOption
+ );
+ GUILayout.EndHorizontal();
+ GUILayout.Space(1);
+ // Preview - Play
+ GUILayout.BeginHorizontal();
+ EditorGUI.BeginDisabledGroup(
+ isPreviewingThis || src.animationType == DOTweenAnimation.AnimationType.None
+ || !src.isActive || _previewOnlyIfSetToAutoPlay && !src.autoPlay
+ );
+ if (GUILayout.Button("► Play", Styles.btPreview)) {
+ if (!isPreviewing) StartupGlobalPreview();
+ AddAnimationToGlobalPreview(src);
+ }
+ EditorGUI.EndDisabledGroup();
+ EditorGUI.BeginDisabledGroup(isPreviewing);
+ if (GUILayout.Button("► Play All on GameObject", Styles.btPreview)) {
+ if (!isPreviewing) StartupGlobalPreview();
+ DOTweenAnimation[] anims = src.gameObject.GetComponents();
+ foreach (DOTweenAnimation anim in anims) AddAnimationToGlobalPreview(anim);
+ }
+ if (GUILayout.Button("► Play All in Scene", Styles.btPreview)) {
+ if (!isPreviewing) StartupGlobalPreview();
+ DOTweenAnimation[] anims = Object.FindObjectsOfType();
+ foreach (DOTweenAnimation anim in anims) AddAnimationToGlobalPreview(anim);
+ }
+ EditorGUI.EndDisabledGroup();
+ GUILayout.EndHorizontal();
+ // Preview - Stop
+ GUILayout.BeginHorizontal();
+ EditorGUI.BeginDisabledGroup(!isPreviewingThis);
+ if (GUILayout.Button("■ Stop", Styles.btPreview)) {
+ if (_AnimationToTween.ContainsKey(src)) StopPreview(_AnimationToTween[src].tween);
+ }
+ EditorGUI.EndDisabledGroup();
+ EditorGUI.BeginDisabledGroup(!isPreviewing);
+ if (GUILayout.Button("■ Stop All on GameObject", Styles.btPreview)) {
+ StopPreview(src.gameObject);
+ }
+ if (GUILayout.Button("■ Stop All in Scene", Styles.btPreview)) {
+ StopAllPreviews();
+ }
+ EditorGUI.EndDisabledGroup();
+ GUILayout.EndHorizontal();
+ if (isPreviewing) {
+ int playingTweens = 0;
+ int completedTweens = 0;
+ int pausedTweens = 0;
+ foreach (KeyValuePair kvp in _AnimationToTween) {
+ Tween t = kvp.Value.tween;
+ if (t.IsPlaying()) playingTweens++;
+ else if (t.IsComplete()) completedTweens++;
+ else pausedTweens++;
+ }
+ GUILayout.Label("Playing Tweens: " + playingTweens, Styles.previewStatusLabel);
+ GUILayout.Label("Completed Tweens: " + completedTweens, Styles.previewStatusLabel);
+// GUILayout.Label("Paused Tweens: " + playingTweens);
+ }
+ GUILayout.EndVertical();
+
+ return isPreviewing;
+ }
+
+#if !(UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5)
+ public static void StopAllPreviews(PlayModeStateChange state)
+ {
+ StopAllPreviews();
+ }
+#endif
+
+ public static void StopAllPreviews()
+ {
+ _TmpKeys.Clear();
+ foreach (KeyValuePair kvp in _AnimationToTween) {
+ _TmpKeys.Add(kvp.Key);
+ }
+ StopPreview(_TmpKeys);
+ _TmpKeys.Clear();
+ _AnimationToTween.Clear();
+
+ DOTweenEditorPreview.Stop();
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5
+ UnityEditor.EditorApplication.playmodeStateChanged -= StopAllPreviews;
+#else
+ UnityEditor.EditorApplication.playModeStateChanged -= StopAllPreviews;
+#endif
+// EditorApplication.playmodeStateChanged -= StopAllPreviews;
+
+ InternalEditorUtility.RepaintAllViews();
+ }
+
+#endregion
+
+#region Methods
+
+ static void StartupGlobalPreview()
+ {
+ DOTweenEditorPreview.Start();
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5
+ UnityEditor.EditorApplication.playmodeStateChanged += StopAllPreviews;
+#else
+ UnityEditor.EditorApplication.playModeStateChanged += StopAllPreviews;
+#endif
+// EditorApplication.playmodeStateChanged += StopAllPreviews;
+ }
+
+ static void AddAnimationToGlobalPreview(DOTweenAnimation src)
+ {
+ if (!src.isActive) return; // Ignore sources whose tweens have been set to inactive
+ if (_previewOnlyIfSetToAutoPlay && !src.autoPlay) return;
+
+ Tween t = src.CreateEditorPreview();
+ _AnimationToTween.Add(src, new TweenInfo(src, t, src.isFrom));
+ // Tween setup
+ DOTweenEditorPreview.PrepareTweenForPreview(t);
+ }
+
+ static void StopPreview(GameObject go)
+ {
+ _TmpKeys.Clear();
+ foreach (KeyValuePair kvp in _AnimationToTween) {
+ if (kvp.Key.gameObject != go) continue;
+ _TmpKeys.Add(kvp.Key);
+ }
+ StopPreview(_TmpKeys);
+ _TmpKeys.Clear();
+
+ if (_AnimationToTween.Count == 0) StopAllPreviews();
+ else InternalEditorUtility.RepaintAllViews();
+ }
+
+ static void StopPreview(Tween t)
+ {
+ TweenInfo tInfo = null;
+ foreach (KeyValuePair kvp in _AnimationToTween) {
+ if (kvp.Value.tween != t) continue;
+ tInfo = kvp.Value;
+ _AnimationToTween.Remove(kvp.Key);
+ break;
+ }
+ if (tInfo == null) {
+ Debug.LogWarning("DOTween Preview ► Couldn't find tween to stop");
+ return;
+ }
+ if (tInfo.isFrom) {
+ int totLoops = tInfo.tween.Loops();
+ if (totLoops < 0 || totLoops > 1) {
+ tInfo.tween.Goto(tInfo.tween.Duration(false));
+ } else tInfo.tween.Complete();
+ } else tInfo.tween.Rewind();
+ tInfo.tween.Kill();
+ EditorUtility.SetDirty(tInfo.animation); // Refresh views
+
+ if (_AnimationToTween.Count == 0) StopAllPreviews();
+ else InternalEditorUtility.RepaintAllViews();
+ }
+
+ // Stops while iterating inversely, which deals better with tweens that overwrite each other
+ static void StopPreview(List keys)
+ {
+ for (int i = keys.Count - 1; i > -1; --i) {
+ DOTweenAnimation anim = keys[i];
+ TweenInfo tInfo = _AnimationToTween[anim];
+ if (tInfo.isFrom) {
+ int totLoops = tInfo.tween.Loops();
+ if (totLoops < 0 || totLoops > 1) {
+ tInfo.tween.Goto(tInfo.tween.Duration(false));
+ } else tInfo.tween.Complete();
+ } else tInfo.tween.Rewind();
+ tInfo.tween.Kill();
+ EditorUtility.SetDirty(anim); // Refresh views
+ _AnimationToTween.Remove(anim);
+ }
+ }
+
+#endregion
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ class TweenInfo
+ {
+ public DOTweenAnimation animation;
+ public Tween tween;
+ public bool isFrom;
+ public TweenInfo(DOTweenAnimation animation, Tween tween, bool isFrom)
+ {
+ this.animation = animation;
+ this.tween = tween;
+ this.isFrom = isFrom;
+ }
+ }
+
+ static class Styles
+ {
+ static bool _initialized;
+
+ public static GUIStyle previewBox, previewLabel, btOption, btPreview, previewStatusLabel;
+
+ public static void Init()
+ {
+ if (_initialized) return;
+
+ _initialized = true;
+
+ previewBox = new GUIStyle(GUI.skin.box).Clone().Padding(1, 1, 0, 3)
+ .Background(DeStylePalette.squareBorderCurved_darkBorders).Border(7, 7, 7, 7);
+ previewLabel = new GUIStyle(GUI.skin.label).Clone(10, FontStyle.Bold).Padding(1, 0, 3, 0).Margin(3, 6, 0, 0).StretchWidth(false);
+ btOption = DeGUI.styles.button.bBlankBorderCompact.MarginBottom(2).MarginRight(4);
+ btPreview = EditorStyles.miniButton.Clone(Format.RichText);
+ previewStatusLabel = EditorStyles.miniLabel.Clone().Padding(4, 0, 0, 0).Margin(0);
+ }
+ }
+ }
+}
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs.meta b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenPreviewManager.cs.meta
new file mode 100644
index 00000000..1586a483
--- /dev/null
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@@ -0,0 +1,11 @@
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diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML
new file mode 100644
index 00000000..ad80aef0
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML
@@ -0,0 +1,18 @@
+
+
+
+ DOTweenProEditor
+
+
+
+
+ Custom colors
+
+
+
+
+ Needs to be overridden in order to initialize new styles added from inherited classes
+
+
+
+
diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML.meta b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.XML.meta
new file mode 100644
index 00000000..5328cb8e
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@@ -0,0 +1,7 @@
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diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll
new file mode 100644
index 00000000..a46e33dd
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diff --git a/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll.meta b/box1/Assets/Demigiant/DOTweenPro/Editor/DOTweenProEditor.dll.meta
new file mode 100644
index 00000000..c980e74b
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@@ -0,0 +1,21 @@
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+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ validateReferences: 1
+ platformData:
+ - first:
+ Any:
+ second:
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+ userData:
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diff --git a/box1/Assets/Demigiant/DOTweenPro/readme.txt b/box1/Assets/Demigiant/DOTweenPro/readme.txt
new file mode 100644
index 00000000..9837c952
--- /dev/null
+++ b/box1/Assets/Demigiant/DOTweenPro/readme.txt
@@ -0,0 +1,35 @@
+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 (like TextMesh Pro)
+
+// 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.
+
+// VISUAL SCRIPTING (PRO ONLY)
+- To animate a gameObject, select it and choose "Add Component > DOTween > DOTween Animation"
+- To animate a gameObject along a path, select it and choose "Add Component > DOTween > DOTween Path"
+
+// SCRIPTING
+- 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/box1/Assets/Demigiant/DOTweenPro/readme.txt.meta b/box1/Assets/Demigiant/DOTweenPro/readme.txt.meta
new file mode 100644
index 00000000..17911b4b
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new file mode 100644
index 00000000..93de3c3e
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+++ b/box1/Assets/Demigiant/DemiLib.meta
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diff --git a/box1/Assets/Demigiant/DemiLib/Core.meta b/box1/Assets/Demigiant/DemiLib/Core.meta
new file mode 100644
index 00000000..25d10804
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diff --git a/box1/Assets/Demigiant/DemiLib/Core/DemiLib.dll b/box1/Assets/Demigiant/DemiLib/Core/DemiLib.dll
new file mode 100644
index 00000000..e005b4b8
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new file mode 100644
index 00000000..c99073fa
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+ defineConstraints: []
+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ validateReferences: 1
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 1
+ settings: {}
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diff --git a/box1/Assets/Demigiant/DemiLib/Core/DemiLib.xml b/box1/Assets/Demigiant/DemiLib/Core/DemiLib.xml
new file mode 100644
index 00000000..f5d85204
--- /dev/null
+++ b/box1/Assets/Demigiant/DemiLib/Core/DemiLib.xml
@@ -0,0 +1,200 @@
+
+
+
+ DemiLib
+
+
+
+
+ Class attribute
+ Sets the script execution order index
+
+
+
+
+ Sets the script execution order for this class
+
+ Script execution order index
+
+
+
+ Set when calling DeGUI.BeginGUI
+
+
+
+
+ Stores a color palette, which can be passed to default DeGUI layouts when calling DeGUI.BeginGUI
,
+ and changed at any time by calling DeGUI.ChangePalette
.
+ You can inherit from this class to create custom color palettes with more hColor options.
+
+
+
+
+ Converts a HEX color to a Unity Color and returns it
+
+ The HEX color, either with or without the initial # (accepts both regular and short format)
+
+
+
+ Global colors
+
+
+
+
+ Background colors
+
+
+
+ Editor background color
+
+
+
+ Content colors
+
+
+
+
+ Various Input utils
+
+
+
+
+ Returns a number key int if a number key was pressed in this frame, or -1 otherwise
+
+
+
+
+
+ Extend this to replicate Unity's Scope system with any Unity version.
+ Thanks to Dmitriy Yukhanov for pointing this out and creating an initial version.
+ Expand this class to create scopes.
+ Example:
+ public class VBoxScope : DeScope
+ {
+ public VBoxScope(GUIStyle style)
+ {
+ BeginVBox(style);
+ }
+
+ protected override void CloseScope()
+ {
+ EndVBox();
+ }
+ }
+ Usage:
+ using (new VBoxScope(myStyle) {
+ // Do something
+ }
+
+
+
+
+ Contains both free and pro skins color variations,
+ and automatically returns the correct one when converted to Color
+
+
+
+
+ Used by DeHierarchy
+
+
+
+
+ Returns a list of all items whose gameObject is NULL, or NULL if there's no missing gameObjects.
+
+
+
+
+ If the item exists sets it, otherwise first creates it and then sets it
+
+
+
+
+ If the item exists sets it, otherwise first creates it and then sets it
+
+
+
+
+ If the item exists sets it, otherwise first creates it and then sets it
+
+
+
+
+ Returns TRUE if the item existed and was removed.
+
+
+
+
+ Returns TRUE if the item existed and was changed.
+
+
+
+
+ Returns the customizedItem for the given gameObject, or NULL if none was found
+
+
+
+
+ Returns the color corresponding to the given
+
+
+
+ Must be univocal
+
+
+ Node position in editor GUI
+
+
+ Ids of all forward connected nodes. Length indicates how many forward connections are allowed.
+ Min length represents available connections from node.
+
+
+
+ A serializable struct including a min and a max int value
+
+
+
+ Min value
+
+
+ Max value
+
+
+
+ Creates a new Range
+
+
+
+
+ Returns a random value within this range (min/max included)
+
+
+
+
+
+
+
+ A serializable struct including a min and a max float value
+
+
+
+ Min value
+
+
+ Max value
+
+
+
+ Creates a new Range
+
+
+
+
+ Returns a random value within this range (min/max included)
+
+
+
+
+
+
+
diff --git a/box1/Assets/Demigiant/DemiLib/Core/DemiLib.xml.meta b/box1/Assets/Demigiant/DemiLib/Core/DemiLib.xml.meta
new file mode 100644
index 00000000..2192b21c
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new file mode 100644
index 00000000..939c6f4d
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@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll b/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll
new file mode 100644
index 00000000..2dfae2dc
Binary files /dev/null and b/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll differ
diff --git a/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll.meta b/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.dll.meta
new file mode 100644
index 00000000..75149a3c
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+guid: 202f9ddaf2c1a8a429504f7f3cd7b84f
+PluginImporter:
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+ serializedVersion: 2
+ iconMap: {}
+ executionOrder: {}
+ defineConstraints: []
+ isPreloaded: 0
+ isOverridable: 0
+ isExplicitlyReferenced: 0
+ validateReferences: 1
+ platformData:
+ - first:
+ Any:
+ second:
+ enabled: 1
+ settings: {}
+ userData:
+ assetBundleName:
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diff --git a/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.xml b/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.xml
new file mode 100644
index 00000000..c0a1ee4f
--- /dev/null
+++ b/box1/Assets/Demigiant/DemiLib/Core/Editor/DemiEditor.xml
@@ -0,0 +1,1836 @@
+
+
+
+ DemiEditor
+
+
+
+
+ Utils to use he correct method based on Unity's version
+
+
+
+
+ Encodes to PNG using reflection to use correct method depending if editor is version 2017 or earlier
+
+
+
+
+ Returns the prefab parent by using different code on Unity 2018 or later
+
+
+
+
+
+
+ Starts an editor coroutine. You can't use normal yield new WaitFor
methods because
+ those are Unity runtime, but you can instead use .
+ Other than that, you can use normal yield null/etc
.
+ Returns an which you can use with to cancel the coroutine.
+
+
+
+
+ Stops the given coroutine generated by
+
+
+
+
+ To be used inside a coroutine as a yield instruction: waits for the given seconds
+ (replaces Unity's yield new WaitForSeconds
because it's not available in-editor).
+ Example usage:
+ yield return DeEditorCoroutines.WaitForSeconds(1);
+
+
+
+
+ File utils
+
+
+
+ Path slash for AssetDatabase format
+
+
+ Path slash to replace for AssetDatabase format
+
+
+ Current OS path slash
+
+
+ Path slash to replace on current OS
+
+
+
+ Full path to project directory, without final slash.
+
+
+
+
+ Full path to project's Assets directory, without final slash.
+
+
+
+
+ Returns TRUE if the given path is an absolute path
+
+
+
+
+ Returns TRUE if the given path is an AssetDatabase path
+
+
+
+
+ Returns TRUE if the given GUID refers to a valid and existing project folder
+
+
+
+
+ Converts the given project-relative path to a full path
+
+
+
+
+ Converts the given full path to a project-relative path
+
+
+
+
+ Returns TRUE if the file/directory at the given path exists.
+
+ Path, relative to Unity's project folder
+
+
+
+ Validates the string as a valid fileName
+ (uses commonly accepted characters an all systems instead of system-specific ones).
+ BEWARE: doesn't check for reserved words
+
+ string to replace
+ Minimum length for considering the string valid
+
+
+
+ Returns the given string stripped of any invalid filename characters.
+ BEWARE: doesn't check for reserved words
+
+ string to replace
+ Character to use as replacement for invalid ones
+
+
+
+ Returns the given path with all slashes converted to the correct ones used by the system
+
+
+
+
+ Returns the asset path of the given GUID (relative to Unity project's folder),
+ or an empty string if either the GUID is invalid or the related path doesn't exist.
+
+
+
+
+ Checks if the given directory (full path) is empty or not
+
+
+
+
+ Deletes all files and subdirectories from the given directory
+
+
+
+ Returns the adb path to the given ScriptableObject
+
+
+ Returns the adb path to the given MonoBehaviour
+
+
+ Returns the adb directory that contains the given ScriptableObject without final slash
+
+
+ Returns the adb directory that contains the given MonoBehaviour without final slash
+
+
+
+ Returns the adb paths to the selected folders in the Project panel, or NULL if there is none.
+ Contrary to Selection.activeObject, which only returns folders selected in the right side of the panel,
+ this method also works with folders selected in the left side.
+
+
+
+
+ Sets the script execution order of the given MonoBehaviour
+
+
+
+
+ Gets the script execution order of the given MonoBehaviour
+
+
+
+
+ Precisely returns the last controlId assigned to a GUI element
+
+
+
+
+ Utilities for Editor Panels.
+
+
+
+
+ Connects to a asset.
+ If the asset already exists at the given path, loads it and returns it.
+ Otherwise, depending on the given parameters, either returns NULL or automatically creates it before loading and returning it.
+
+ Asset type
+ File path (relative to Unity's project folder)
+ If TRUE and the requested asset doesn't exist, forces its creation
+ If TRUE also creates the path folders if they don't exist
+
+
+
+ Check if the at the given path exists and eventually if it's available
+
+ File path (relative to Unity's project folder)
+ If TRUE also check if the file is available
+ (file can be unavailable if it was deleted outside Unity, or if Unity is just starting)
+
+
+
+
+ Returns TRUE if the given is dockable, FALSE if instead it's a utility window
+
+
+
+
+
+
+ Sets the icon and title of an editor window. Works with older versions of Unity, where the titleContent property wasn't available.
+
+ Reference to the editor panel whose icon to set
+ Icon to apply
+ Title. If NULL doesn't change it
+
+
+
+ Prefab utilities
+
+
+
+
+ Behaves as the Inspector's Apply button, applying any modification of this instance to the prefab parent
+
+
+
+
+
+ Returns TRUe if a prefab instance has unapplied modifications, ignoring any modifications applied to the transform.
+ NOTE: this a somehow costly operation (since it generates GC)
+
+
+
+
+ Completely removes any prefab connection from the given prefab instances, by desotroing the original object and recreating it.
+ Returns a list with all the new elements created.
+
+ Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
+
+
+
+
+
+ Completely removes any prefab connection from the given prefab instance, by desotroing the original object and recreating it.
+
+ Based on RodGreen's method (http://forum.unity3d.com/threads/82883-Breaking-connection-from-gameObject-to-prefab-for-good.?p=726602&viewfull=1#post726602)
+
+
+
+
+ Calls the given action after the given delay
+
+
+
+ Return the size of the editor game view, eventual extra bars excluded (meaning the true size of the game area)
+
+
+
+
+ Clears all logs from Unity's console
+
+
+
+
+ Adds the given global define (if it's not already present) to all the
+ or only to the given , depending on passed parameters,
+ and returns TRUE if it was added, FALSE otherwise.
+ NOTE: when adding to all of them some legacy warnings might appear, which you can ignore.
+
+
+ to use. Leave NULL to add to all of them.
+
+
+
+ Removes the given global define (if present) from all the
+ or only from the given , depending on passed parameters,
+ and returns TRUE if it was removed, FALSE otherwise.
+ NOTE: when removing from all of them some legacy warnings might appear, which you can ignore.
+
+
+ to use. Leave NULL to remove from all of them.
+
+
+
+ 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.
+
+
+
+ Sets the gizmos icon visibility in the Scene and Game view for the given class names
+
+ Visibility
+ Class names (no namespace), as many as you want separated by a comma
+
+
+
+ Sets the gizmos icon visibility in the Scene and Game view for all custom icons
+ (for example icons created with HOTools)
+
+ Visibility
+
+
+
+ Returns all components of type T in the currently open scene, or NULL if none could be found.
+ If you're on Unity 5 or later, and have DeEditorTools
, use DeEditorToolsUtils.FindAllComponentsOfType
+ instead, which is more efficient.
+
+
+
+
+ Shifts an item from an index to another, without modifying the list except than by moving elements around
+
+
+
+
+ Expands the given array and adds the given element as the last one
+
+
+
+
+ Removes the element at index from the given array, shifts everything after by -1 position and resizes the array
+
+
+
+ Nothing is being dragged
+
+
+ Dragging
+
+
+ Dragging concluced and accepted
+
+
+ Dragging concluced but item position didn't change
+
+
+ Dragging canceled
+
+
+ Dragging concluced but not accepted because too short
+
+
+ Automatically determines if dragged elements are horizontal, vertical, or both
+
+
+ Forces vertical drag
+
+
+ Forces horizontal drag (useful to avoid initial wrong drag indicators
+ if the users starts dragging an horizontal system vertically)
+
+
+
+ Manages the dragging of GUI elements
+
+
+
+
+ True if a GUI element is currently being dragged
+
+
+
+
+ Return the current item being dragged, or NULL if there is none
+
+
+
+
+ Type of current item being dragged, or NULL if there is none
+
+
+
+
+ Starting index of current item being dragged, or NULL if there is none
+
+
+
+
+ Retrieves the eventual optional data stored via the StartDrag method
+
+
+
+
+ Starts a drag operation on a GUI element.
+
+ Reference to the current editor drawing the GUI (used when a Repaint is needed)
+ List containing the dragged item and all other relative draggable items
+ DraggableList index of the item being dragged
+ Optional data that can be retrieved via the static property
+
+
+
+ Starts a drag operation on a GUI element.
+
+ ID for this drag operation (must be the same for both StartDrag and Drag
+ Reference to the current editor drawing the GUI (used when a Repaint is needed)
+ List containing the dragged item and all other relative draggable items
+ DraggableList index of the item being dragged
+ Optional data that can be retrieved via the static property
+
+
+
+ Starts a drag operation on a GUI element.
+
+ Reference to the current editor drawing the GUI (used when a Repaint is needed)
+ List containing the dragged item and all other relative draggable items
+ DraggableList index of the item being dragged
+ Optional data that can be retrieved via the static property
+
+
+
+ Starts a drag operation on a GUI element.
+
+ ID for this drag operation (must be the same for both StartDrag and Drag
+ Reference to the current editor drawing the GUI (used when a Repaint is needed)
+ List containing the dragged item and all other relative draggable items
+ DraggableList index of the item being dragged
+ Optional data that can be retrieved via the static property
+
+
+
+ Call this after each draggable GUI block, to calculate and draw the current drag state
+ (or complete it if the mouse was released).
+
+ ID for this drag operation (must be the same for both StartDrag and Drag
+ List containing the draggable item and all other relative draggable items
+ Current index of the draggable item being drawn
+ If NULL will calculate this automatically using .
+ Pass this if you're creating a drag between elements that don't use GUILayout
+ Drag direction. You can leave it to
+ unless you want to skip eventual layout calculations
+
+
+
+ Call this after each draggable GUI block, to calculate and draw the current drag state
+ (or complete it if the mouse was released).
+
+ List containing the draggable item and all other relative draggable items
+ Current index of the draggable item being drawn
+ If NULL will calculate this automatically using .
+ Pass this if you're creating a drag between elements that don't use GUILayout
+ Drag direction. You can leave it to
+ unless you want to skip eventual layout calculations
+
+
+
+ Call this after each draggable GUI block, to calculate and draw the current drag state
+ (or complete it if the mouse was released).
+
+ ID for this drag operation (must be the same for both StartDrag and Drag
+ List containing the draggable item and all other relative draggable items
+ Current index of the draggable item being drawn
+ Color to use for drag divider and selection
+ If NULL will calculate this automatically using .
+ Pass this if you're creating a drag between elements that don't use GUILayout
+ Drag direction. You can leave it to
+ unless you want to skip eventual layout calculations
+
+
+
+ Call this after each draggable GUI block, to calculate and draw the current drag state
+ (or complete it if the mouse was released).
+
+ List containing the draggable item and all other relative draggable items
+ Current index of the draggable item being drawn
+ Color to use for drag divider and selection
+ If NULL will calculate this automatically using .
+ Pass this if you're creating a drag between elements that don't use GUILayout
+ Drag direction. You can leave it to
+ unless you want to skip eventual layout calculations
+
+
+
+ Ends the drag operations, and eventually applies the drag outcome.
+ Returns TRUE if the position of the dragged item actually changed.
+ Called automatically by Drag method. Use it only if you want to force the end of a drag operation.
+
+ If TRUE applies the drag results, otherwise simply cancels the drag
+
+
+
+ Abstract dynamic class used for every node of the same type
+ (meaning there is only a single recycled instance for all same-type nodes)
+
+
+
+ Used to fill
+
+
+ Called when the node needs to be drawn
+
+
+
+ The connectedNodesIds list will be automatically increased/decreased when adding/removing connections
+ (otherwise connectedNodesIds will have to be increased via custom code)
+
+
+
+
+ Requires only two connectedNodesIds (no more, no less),
+ uses regular CTRL+Drag to connect connection 0, CTRL+SPACE+Drag to connect connection 1
+
+
+
+
+ Like , but with an extra connection as a last extra index, which is set when pressing CTRL+SPACE+Drag.
+ Must always have at least one element in connectedNodesIds
+
+
+
+ Layout, Repaint, LayoutAndRepaint
+
+
+
+ Stores cloned nodes for pasting
+
+
+
+
+ Returns a list of pasteable nodes, with their GUID recreated and their connections adapted
+
+
+
+
+
+ Returns a deep clone of the given node but doesn't clone UnityEngine references.
+ A new ID will be automatically generated.
+
+
+
+
+ Always connects a node from BottomOrRight side to TopOrLeft side
+
+
+
+
+ Always connects from BottomOrRight side to TopOrLeft side.
+ If ALT is pressed shows the delete connection button.
+ Called during Repaint or MouseDown/Up.
+ Returns TRUE if the connection was deleted using the delete connection button.
+
+
+
+
+ Always connects a node from BottomOrRight side to TopOrLeft side
+
+
+
+
+ Always connects from BottomOrRight side to TopOrLeft side.
+ If ALT is pressed shows the delete connection button.
+ Called during Repaint or MouseDown/Up.
+ Returns TRUE if the connection was deleted using the delete connection button.
+
+
+
+
+ You can attach to this
+
+
+
+
+ Use this to add a content group to the Help Panel
+
+
+
+ Regular note
+
+
+ Editable note (activated by setting to TRUE
+ (but you will have to save the result somewhere yourself)
+
+
+ If TRUE shows the textArea
+
+
+
+ Add definition. Supports rich-text but also these special tags:
+ - [b][/b]
+
+
+
+
+ Add key, automatically formatting these special keys:
+ /
+ +
+ →
+
+ If TRUE and there's other keys/targets, adds the new key on a new line preceded by a comma
+
+
+
+ Recalculates all rects based on the given Y shift
+
+
+
+
+ One per .
+ Partially independent, mainly controlled by process.
+
+
+
+ TRUE when read-to or dragging nodes
+
+
+ Returns TRUE if the given node is currently being dragged
+
+
+
+ Returns TRUE if a repaint is required
+
+
+
+
+
+ Main class for DeGUI Node system.
+ Create it, then enclose your GUI node calls inside a .
+ CODING ORDER:
+ - Create a to use for your node system (create it once, obviously)
+ - Inside OnGUI, write all your nodes GUI code inside a
+ - To draw the nodes, loop through the list and call for each node
+
+
+
+ Distance at which nodes will be placed when snapping next to each other
+
+
+ Full area without zeroed coordinates
+
+
+ Position with zeroed coordinates (used by all node GUI since it's inside a GUILayout(area))
+
+
+ Contains the nodes passed to NodeProcessScope ordered by depth.
+ You should loop through this list when drawing nodes
+
+
+
+ Creates a new NodeProcess.
+
+ EditorWindow for this process
+ Callback called when one or more nodes are going to be deleted.
+ Return FALSE if you want the deletion to be canceled.
+ Can be NULL, in which case it will be ignored
+ Callback called when a node is cloned.
+ Return FALSE if you want the cloning to be canceled.
+ Can be NULL, in which case it will be ignored
+
+
+
+ Needs to be called when loading a complete new series of nodes
+
+
+
+
+ Call this when the layout/size of one or more nodes changed because of external intervention
+ (if a whole new range of nodes has been loaded, just call instead)
+
+
+
+
+ Forces the refresh of the area calculations. Useful if you need them before the first GUI call has run
+
+
+
+
+ Shifts the visible are to the given coordinates and repaints on end
+
+
+
+
+ Shifts the visible are to the given coordinates and repaints on end
+
+
+
+
+ Tells the process to repaint once the process has ended.
+ Calling this
+
+
+
+
+ Draws the given node using the given T editor GUINode type.
+ Returns the full area of the node
+
+
+
+
+ Opens the Help Panel
+
+
+
+
+ Closes the Help Panel
+
+
+
+
+ Opens or closes the Help panel based on its current state
+
+
+
+
+ Returns TRUE if the given area is visible (even if partially) inside the current nodeProcess area
+
+
+
+
+ Captures a screenshot of the node editor area and returns it when calling the onComplete method.
+ Sadly this requires a callback because if called immediately the capture will fail
+ with a "[d3d11] attempting to ReadPixels outside of RenderTexture bounds!" error in most cases
+
+ Screenshot mode
+ A callback that accepts the generated Texture2D object
+ Screenshot scale factor (only used if screenshotMode is set to )
+ If TRUE (default) displays a progress bar during the operation.
+ You'll want to set this to FALSE when you're already using a custom progressBar
+ and the screenshot is only part of a larger queue of operations
+
+
+
+ Use this to encapsulate node GUI operations.
+ Automatically manages various operations (press F1 to see them).
+ Sets GUI.changed
to TRUE if the area is panned, a node is dragged, controlNodes change sorting or are deleted.
+ Wraps all content inside a GUILayout Area (nodeArea).
+
+ The to use
+ Area within which the nodes will be drawn
+ Area shift (caused by dragging)
+ This list will be sorted based on current node draw order,
+ and changed in case one of its nodes is deleted.
+ IMPORTANT:
this list should be part of your serialized class (MonoBehaviour or ScriptableObject),
+ so it will be stored as a reference and modifying one will modify the other.
+ Usually you want to pass all nodes to this except the eventual start node (or nodes that can't be sorted nor deleted).
+
+
+
+ Set automatically when a selection ends up selecting a single node,
+ reset when deselecting all nodes, selecting multiple nodes, or resetting the
+
+
+
+
+ Returns TRUE if something was actually deselected, FALSE if there were no selected nodes
+
+
+
+
+
+ Returns key modifiers currently pressed.
+ Requires to be updated at the beginning of every GUI call.
+
+
+
+
+ Call this method to update data required by softCtrl calculations.
+ Automatically called from within a .
+ Returns a object with the keys that were just pressed and just released
+
+ Required to have the correct for the given target call
+
+
+
+ Returns the given as an int, or -1 if it's not a number
+
+
+
+
+ Returns by .
+ Contains properties and methods to manage non-layout scrollview better.
+ Remember to use or to increase or set the full content height
+
+
+
+ Area used by ScrollView and its content
+
+
+ Full content area regardless if visible or not. Its height should be set manually based on the contents' height
+
+
+ Content area currently visible (scroll bars excluded)
+
+
+ Current scrollPosition
+
+
+
+ Returns the current open, or an empty one if none is open.
+
+
+
+
+ Sets the height
+
+
+
+
+
+ Increase the height by the given amount
+
+
+
+
+
+ Returns a Rect for a single line at the current scrollView yMax
+
+ If less than 0 uses default line height, otherwise the value passed
+ if TRUE (default) automatically increases the height of the accordingly
+
+
+
+
+ Returns TRUE if the given rect is at least partially visible in the displayed scroll area
+
+
+
+
+ Contains both free and pro skins GUIStyle variations,
+ and automatically returns the correct one when converted to GUIStyle
+
+
+
+
+ Plays the given clip in the Editor
+
+
+
+
+ Stops playing the given clip.
+
+
+
+
+ Stops all clips playing.
+
+
+
+
+ A stopwatch whose time can be changed manually via
+
+
+
+
+ Start or resume playing
+
+
+
+
+ Stop the watch and reset the time
+
+
+
+
+ Restart measuring from zero
+
+
+
+
+ Pause the watch
+
+
+
+
+ Send the watch to the given time
+
+
+
+
+ Util to determine Unity editor version and store them as comparable numbers
+
+
+
+ Full major version + first minor version (ex: 2018.1f)
+
+
+ Major version
+
+
+ First minor version (ex: in 2018.1 it would be 1)
+
+
+
+ Assembly extensions
+
+
+
+
+ Full path to the assembly directory, without final slash
+
+
+
+
+ AssetDatabase path to the assembly directory, without final slash
+
+
+
+
+ GUI extension methods
+
+
+
+
+ Clones the style and adds the given formats to it. You can pass any of these types of values:
+
+