// Author: Daniele Giardini - http://www.demigiant.com // Created: 2018/07/13 using System; using UnityEngine; using DG.Tweening.Core; using DG.Tweening.Plugins.Options; #if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) using System.Threading.Tasks; #endif #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 time 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 #region .NET 4.6 or Newer #if (NET_4_6 || NET_STANDARD_2_0) #region Async Instructions /// /// Returns an async that waits until the tween is killed or complete. /// It can be used inside an async operation. /// Example usage:await myTween.WaitForCompletion(); /// public static async Task AsyncWaitForCompletion(this Tween t) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active && !t.IsComplete()) await Task.Yield(); } /// /// Returns an async that waits until the tween is killed or rewinded. /// It can be used inside an async operation. /// Example usage:await myTween.AsyncWaitForRewind(); /// public static async Task AsyncWaitForRewind(this Tween t) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await Task.Yield(); } /// /// Returns an async that waits until the tween is killed. /// It can be used inside an async operation. /// Example usage:await myTween.AsyncWaitForKill(); /// public static async Task AsyncWaitForKill(this Tween t) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active) await Task.Yield(); } /// /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. /// It can be used inside an async operation. /// Example usage:await myTween.AsyncWaitForElapsedLoops(); /// /// Elapsed loops to wait for public static async Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active && t.CompletedLoops() < elapsedLoops) await Task.Yield(); } /// /// Returns an async 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 an async operation. /// Example usage:await myTween.AsyncWaitForPosition(); /// /// Position (loops included, delays excluded) to wait for public static async Task AsyncWaitForPosition(this Tween t, float position) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active && t.position * (t.CompletedLoops() + 1) < position) await Task.Yield(); } /// /// Returns an async that waits until the tween is killed. /// It can be used inside an async operation. /// Example usage:await myTween.AsyncWaitForKill(); /// public static async Task AsyncWaitForStart(this Tween t) { if (!t.active) { if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); return; } while (t.active && !t.playedOnce) await Task.Yield(); } #endregion #endif #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 }