194 lines
12 KiB
C#
194 lines
12 KiB
C#
// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2018/07/13
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#if true // MODULE_MARKER
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using System;
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using DG.Tweening.Core;
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using DG.Tweening.Plugins;
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using DG.Tweening.Plugins.Core.PathCore;
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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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/// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
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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>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
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/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
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/// If you plan to publish there you should use a regular transform.DOPath.</para></summary>
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/// <param name="path">The waypoints to go through</param>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
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/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
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/// <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.
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/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
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/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
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public static TweenerCore<Vector3, Path, PathOptions> DOPath(
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this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
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PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
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)
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{
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if (resolution < 1) resolution = 1;
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int len = path.Length;
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Vector3[] path3D = new Vector3[len];
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for (int i = 0; i < len; ++i) path3D[i] = path[i];
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TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
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.SetTarget(target).SetUpdate(UpdateType.Fixed);
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t.plugOptions.isRigidbody2D = true;
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t.plugOptions.mode = pathMode;
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return t;
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}
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/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
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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>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para>
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/// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).
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/// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary>
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/// <param name="path">The waypoint to go through</param>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
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/// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
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/// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.
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/// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
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/// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
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public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
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this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
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PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
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)
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{
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if (resolution < 1) resolution = 1;
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int len = path.Length;
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Vector3[] path3D = new Vector3[len];
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for (int i = 0; i < len; ++i) path3D[i] = path[i];
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Transform trans = target.transform;
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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)
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.SetTarget(target).SetUpdate(UpdateType.Fixed);
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t.plugOptions.isRigidbody2D = true;
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t.plugOptions.mode = pathMode;
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t.plugOptions.useLocalPosition = true;
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return t;
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}
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// Used by path editor when creating the actual tween, so it can pass a pre-compiled path
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internal static TweenerCore<Vector3, Path, PathOptions> DOPath(
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this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
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)
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{
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TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
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.SetTarget(target);
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t.plugOptions.isRigidbody2D = true;
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t.plugOptions.mode = pathMode;
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return t;
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}
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internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
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this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
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)
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{
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Transform trans = target.transform;
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TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)
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.SetTarget(target);
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t.plugOptions.isRigidbody2D = true;
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t.plugOptions.mode = pathMode;
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t.plugOptions.useLocalPosition = true;
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return t;
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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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