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- // Author: Daniele Giardini - http://www.demigiant.com
- // Created: 2018/07/13
- #if false // 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
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);
- t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
- return t;
- }
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="mode">Rotation mode</param>
- public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
- {
- TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
- t.SetTarget(target);
- t.plugOptions.rotateMode = mode;
- return t;
- }
- /// <summary>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</summary>
- /// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param>
- /// <param name="axisConstraint">Eventual axis constraint for the rotation</param>
- /// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param>
- public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)
- {
- TweenerCore<Quaternion, Vector3, QuaternionOptions> 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
- /// <summary>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</summary>
- /// <param name="endValue">The end value to reach</param>
- /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
- /// <param name="numJumps">Total number of jumps</param>
- /// <param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- 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;
- }
- /// <summary>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.
- /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
- /// <para>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.</para></summary>
- /// <param name="path">The waypoints to go through</param>
- /// <param name="duration">The duration of the tween</param>
- /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
- /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
- /// <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.
- /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param>
- /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
- public static TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> 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;
- }
- /// <summary>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
- /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para>
- /// <para>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.</para></summary>
- /// <param name="path">The waypoint to go through</param>
- /// <param name="duration">The duration of the tween</param>
- /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param>
- /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param>
- /// <param name="resolution">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</param>
- /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param>
- public static TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> DOPath(
- this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- TweenerCore<Vector3, Path, PathOptions> 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<Vector3, Path, PathOptions> DOLocalPath(
- this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D
- )
- {
- Transform trans = target.transform;
- TweenerCore<Vector3, Path, PathOptions> 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
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