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// 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;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static Tweener DOColor(this SpriteRenderer target, Color endValue, float duration)
{
return DOTween.To(() => target.color, x => target.color = x, endValue, duration).SetTarget(target);
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static Tweener DOFade(this SpriteRenderer target, float endValue, float duration)
{
return DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration)
.SetTarget(target);
}
/// <summary>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</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
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));
}
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>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</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
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