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