// 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 Tweener DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, endValue, duration)
.SetOptions(snapping).SetTarget(target);
}
/// 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 Tweener DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration)
.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
}
/// 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 Tweener DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration)
.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
}
/// 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 Tweener DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
{
return DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration)
.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
}
/// 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 Tweener 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 Tweener 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