194 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			194 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
|  | // Author: Daniele Giardini - http://www.demigiant.com | |||
|  | // Created: 2018/07/13 | |||
|  | 
 | |||
|  | #if true // MODULE_MARKER | |||
|  | using System; | |||
|  | using DG.Tweening.Core; | |||
|  | using DG.Tweening.Plugins; | |||
|  | using DG.Tweening.Plugins.Core.PathCore; | |||
|  | using DG.Tweening.Plugins.Options; | |||
|  | using UnityEngine; | |||
|  | 
 | |||
|  | #pragma warning disable 1591 | |||
|  | namespace DG.Tweening | |||
|  | { | |||
|  | 	public static class DOTweenModulePhysics2D | |||
|  |     { | |||
|  |         #region Shortcuts | |||
|  | 
 | |||
|  |         #region Rigidbody2D Shortcuts | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> | |||
|  |         public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) | |||
|  |         { | |||
|  |             TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); | |||
|  |             t.SetOptions(snapping).SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> | |||
|  |         public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) | |||
|  |         { | |||
|  |             TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); | |||
|  |             t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> | |||
|  |         public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) | |||
|  |         { | |||
|  |             TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); | |||
|  |             t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary>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</summary> | |||
|  |         /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> | |||
|  |         public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration) | |||
|  |         { | |||
|  |             TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); | |||
|  |             t.SetTarget(target); | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         #region Special | |||
|  | 
 | |||
|  |         /// <summary>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. | |||
|  |         /// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary> | |||
|  |         /// <param name="endValue">The end value to reach</param> | |||
|  |         /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> | |||
|  |         /// <param name="numJumps">Total number of jumps</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> | |||
|  |         public static Sequence 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; | |||
|  |         } | |||
|  | 
 | |||
|  |         /// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. | |||
|  |         /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. | |||
|  |         /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para> | |||
|  |         /// <para>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.</para></summary> | |||
|  |         /// <param name="path">The waypoints to go through</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> | |||
|  |         /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> | |||
|  |         /// <param name="resolution">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</param> | |||
|  |         /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> | |||
|  |         public static TweenerCore<Vector3, Path, PathOptions> DOPath( | |||
|  |             this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, | |||
|  |             PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null | |||
|  |         ) | |||
|  |         { | |||
|  |             if (resolution < 1) resolution = 1; | |||
|  |             int len = path.Length; | |||
|  |             Vector3[] path3D = new Vector3[len]; | |||
|  |             for (int i = 0; i < len; ++i) path3D[i] = path[i]; | |||
|  |             TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) | |||
|  |                 .SetTarget(target).SetUpdate(UpdateType.Fixed); | |||
|  | 
 | |||
|  |             t.plugOptions.isRigidbody2D = true; | |||
|  |             t.plugOptions.mode = pathMode; | |||
|  |             return t; | |||
|  |         } | |||
|  |         /// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. | |||
|  |         /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations | |||
|  |         /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para> | |||
|  |         /// <para>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.</para></summary> | |||
|  |         /// <param name="path">The waypoint to go through</param> | |||
|  |         /// <param name="duration">The duration of the tween</param> | |||
|  |         /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> | |||
|  |         /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> | |||
|  |         /// <param name="resolution">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</param> | |||
|  |         /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> | |||
|  |         public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( | |||
|  |             this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, | |||
|  |             PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null | |||
|  |         ) | |||
|  |         { | |||
|  |             if (resolution < 1) resolution = 1; | |||
|  |             int len = path.Length; | |||
|  |             Vector3[] path3D = new Vector3[len]; | |||
|  |             for (int i = 0; i < len; ++i) path3D[i] = path[i]; | |||
|  |             Transform trans = target.transform; | |||
|  |             TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) | |||
|  |                 .SetTarget(target).SetUpdate(UpdateType.Fixed); | |||
|  | 
 | |||
|  |             t.plugOptions.isRigidbody2D = true; | |||
|  |             t.plugOptions.mode = pathMode; | |||
|  |             t.plugOptions.useLocalPosition = true; | |||
|  |             return t; | |||
|  |         } | |||
|  |         // Used by path editor when creating the actual tween, so it can pass a pre-compiled path | |||
|  |         internal static TweenerCore<Vector3, Path, PathOptions> DOPath( | |||
|  |             this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D | |||
|  |         ) | |||
|  |         { | |||
|  |             TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) | |||
|  |                 .SetTarget(target); | |||
|  | 
 | |||
|  |             t.plugOptions.isRigidbody2D = true; | |||
|  |             t.plugOptions.mode = pathMode; | |||
|  |             return t; | |||
|  |         } | |||
|  |         internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( | |||
|  |             this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D | |||
|  |         ) | |||
|  |         { | |||
|  |             Transform trans = target.transform; | |||
|  |             TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) | |||
|  |                 .SetTarget(target); | |||
|  | 
 | |||
|  |             t.plugOptions.isRigidbody2D = true; | |||
|  |             t.plugOptions.mode = pathMode; | |||
|  |             t.plugOptions.useLocalPosition = true; | |||
|  |             return t; | |||
|  |         } | |||
|  | 
 | |||
|  |         #endregion | |||
|  | 
 | |||
|  |         #endregion | |||
|  | 
 | |||
|  |         #endregion | |||
|  | 	} | |||
|  | } | |||
|  | #endif |