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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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67
.gitignore
vendored
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67
.gitignore
vendored
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|
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|||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Uu]ser[Ss]ettings/
|
||||
|
||||
# MemoryCaptures can get excessive in size.
|
||||
# They also could contain extremely sensitive data
|
||||
/[Mm]emoryCaptures/
|
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|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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||||
*.pdb
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*.mdb
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*.opendb
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*.VC.db
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||||
# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
|
||||
sysinfo.txt
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||||
# Builds
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||||
*.apk
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||||
*.aab
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*.unitypackage
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||||
# Crashlytics generated file
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||||
crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
|
6
.vsconfig
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6
.vsconfig
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|
@ -0,0 +1,6 @@
|
|||
{
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||||
"version": "1.0",
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"components": [
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||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
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||||
}
|
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BIN
Assets/CircleCursor.png
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Assets/CircleCursor.png.meta
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96
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Assets/Plugins/DOTween.meta
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8
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2963
Assets/Plugins/DOTween/DOTween.XML
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2963
Assets/Plugins/DOTween/DOTween.XML
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File diff suppressed because it is too large
Load diff
7
Assets/Plugins/DOTween/DOTween.XML.meta
Normal file
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Normal file
BIN
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Normal file
Binary file not shown.
33
Assets/Plugins/DOTween/DOTween.dll.meta
Normal file
33
Assets/Plugins/DOTween/DOTween.dll.meta
Normal file
|
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Assets/Plugins/DOTween/Editor.meta
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8
Assets/Plugins/DOTween/Editor.meta
Normal file
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110
Assets/Plugins/DOTween/Editor/DOTweenEditor.XML
Normal file
110
Assets/Plugins/DOTween/Editor/DOTweenEditor.XML
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|
@ -0,0 +1,110 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>DOTweenEditor</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
|
||||
<summary>
|
||||
Starts the update loop of tween in the editor. Has no effect during playMode.
|
||||
</summary>
|
||||
<param name="onPreviewUpdated">Eventual callback to call after every update</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Stops the update loop and clears the onPreviewUpdated callback.
|
||||
</summary>
|
||||
<param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state.
|
||||
Note that this works by calling Rewind on all tweens, so it will work correctly
|
||||
only if you have a single tween type per object and it wasn't killed</param>
|
||||
<param name="clearTweens">If TRUE also kills any cached tween</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)">
|
||||
<summary>
|
||||
Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.
|
||||
</summary>
|
||||
<param name="t">The tween to ready</param>
|
||||
<param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param>
|
||||
<param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param>
|
||||
<param name="andPlay">If TRUE starts playing the tween immediately</param>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.Version">
|
||||
<summary>Full major version + first minor version (ex: 2018.1f)</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion">
|
||||
<summary>Major version</summary>
|
||||
</member>
|
||||
<member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion">
|
||||
<summary>First minor version (ex: in 2018.1 it would be 1)</summary>
|
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</member>
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<member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)">
|
||||
<summary>
|
||||
Checks that the given editor texture use the correct import settings,
|
||||
and applies them if they're incorrect.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired">
|
||||
<summary>
|
||||
Returns TRUE if setup is required
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)">
|
||||
<summary>
|
||||
Returns TRUE if the file/directory at the given path exists.
|
||||
</summary>
|
||||
<param name="adbPath">Path, relative to Unity's project folder</param>
|
||||
<returns></returns>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)">
|
||||
<summary>
|
||||
Converts the given project-relative path to a full path,
|
||||
with backward (\) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)">
|
||||
<summary>
|
||||
Converts the given full path to a path usable with AssetDatabase methods
|
||||
(relative to Unity's project folder, and with the correct Unity forward (/) slashes).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)">
|
||||
<summary>
|
||||
Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset.
|
||||
If the asset already exists at the given path, loads it and returns it.
|
||||
Otherwise, either returns NULL or automatically creates it before loading and returning it
|
||||
(depending on the given parameters).
|
||||
</summary>
|
||||
<typeparam name="T">Asset type</typeparam>
|
||||
<param name="adbFilePath">File path (relative to Unity's project folder)</param>
|
||||
<param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)">
|
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<summary>
|
||||
Full path for the given loaded assembly, assembly file included
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Adds the given global define if it's not already present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)">
|
||||
<summary>
|
||||
Removes the given global define if it's present
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})">
|
||||
<summary>
|
||||
Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
|
||||
or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/>
|
||||
</summary>
|
||||
<param name="id"></param>
|
||||
<param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param>
|
||||
</member>
|
||||
<member name="T:DG.DOTweenEditor.DOTweenDefines">
|
||||
<summary>
|
||||
Not used as menu item anymore, but as a utiity function
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
7
Assets/Plugins/DOTween/Editor/DOTweenEditor.XML.meta
Normal file
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Normal file
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Normal file
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Assets/Plugins/DOTween/Editor/Imgs.meta
Normal file
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Normal file
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Normal file
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Normal file
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After Width: | Height: | Size: 1.5 KiB |
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94
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|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true // MODULE_MARKER
|
||||
using System;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using UnityEngine;
|
||||
#if UNITY_5 || UNITY_2017_1_OR_NEWER
|
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using UnityEngine.Audio; // Required for AudioMixer
|
||||
#endif
|
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|
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#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
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{
|
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public static class DOTweenModuleAudio
|
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{
|
||||
#region Shortcuts
|
||||
|
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#region Audio
|
||||
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/// <summary>Tweens an AudioSource's volume to the given value.
|
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/// Also stores the AudioSource 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 (0 to 1)</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
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{
|
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if (endValue < 0) endValue = 0;
|
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else if (endValue > 1) endValue = 1;
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
|
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t.SetTarget(target);
|
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return t;
|
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}
|
||||
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/// <summary>Tweens an AudioSource's pitch to the given value.
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/// Also stores the AudioSource 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> DOPitch(this AudioSource target, float endValue, float duration)
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{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_5 || UNITY_2017_1_OR_NEWER
|
||||
#region AudioMixer (Unity 5 or Newer)
|
||||
|
||||
/// <summary>Tweens an AudioMixer's exposed float to the given value.
|
||||
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
|
||||
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
|
||||
/// <param name="floatName">Name given to the exposed float to set</param>
|
||||
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
|
||||
float currVal;
|
||||
target.GetFloat(floatName, out currVal);
|
||||
return currVal;
|
||||
}, x=> target.SetFloat(floatName, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Operation Shortcuts
|
||||
|
||||
/// <summary>
|
||||
/// Completes all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens completed
|
||||
/// (meaning the tweens that don't have infinite loops and were not already complete)
|
||||
/// </summary>
|
||||
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
|
||||
/// otherwise they will be ignored</param>
|
||||
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
|
||||
{
|
||||
return DOTween.Complete(target, withCallbacks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kills all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens killed.
|
||||
/// </summary>
|
||||
/// <param name="complete">If TRUE completes the tween before killing it</param>
|
||||
public static int DOKill(this AudioMixer target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens flipped.
|
||||
/// </summary>
|
||||
public static int DOFlip(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Flip(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends to the given position all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
/// <param name="to">Time position to reach
|
||||
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
|
||||
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
|
||||
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
|
||||
{
|
||||
return DOTween.Goto(target, to, andPlay);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pauses all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens paused.
|
||||
/// </summary>
|
||||
public static int DOPause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Pause(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlay(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Play(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays backwards all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayBackwards(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayBackwards(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Plays forward all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens played.
|
||||
/// </summary>
|
||||
public static int DOPlayForward(this AudioMixer target)
|
||||
{
|
||||
return DOTween.PlayForward(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restarts all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens restarted.
|
||||
/// </summary>
|
||||
public static int DORestart(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Restart(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DORewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.Rewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smoothly rewinds all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens rewinded.
|
||||
/// </summary>
|
||||
public static int DOSmoothRewind(this AudioMixer target)
|
||||
{
|
||||
return DOTween.SmoothRewind(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
|
||||
/// (meaning tweens that were started from this target, or that had this target added as an Id)
|
||||
/// and returns the total number of tweens involved.
|
||||
/// </summary>
|
||||
public static int DOTogglePause(this AudioMixer target)
|
||||
{
|
||||
return DOTween.TogglePause(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
11
Assets/Plugins/DOTween/Modules/DOTweenModuleAudio.cs.meta
Normal file
11
Assets/Plugins/DOTween/Modules/DOTweenModuleAudio.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ea97671db3ead5e40b3e08cd3c359f17
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
142
Assets/Plugins/DOTween/Modules/DOTweenModuleEPOOutline.cs
Normal file
142
Assets/Plugins/DOTween/Modules/DOTweenModuleEPOOutline.cs
Normal file
|
@ -0,0 +1,142 @@
|
|||
using UnityEngine;
|
||||
|
||||
#if false || EPO_DOTWEEN // MODULE_MARKER
|
||||
|
||||
using EPOOutline;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using DG.Tweening;
|
||||
using DG.Tweening.Core;
|
||||
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleEPOOutline
|
||||
{
|
||||
public static int DOKill(this SerializedPass target, bool complete)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static int DOKill(this Outliner target, bool complete = false)
|
||||
{
|
||||
return DOTween.Kill(target, complete);
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(true).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
|
||||
tweener.SetOptions(false).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
|
||||
public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
|
||||
tweener.SetOptions(snapping).SetTarget(target);
|
||||
return tweener;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f539f348d591fac45a508a4d0a840648
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
216
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics.cs
Normal file
216
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics.cs
Normal file
|
@ -0,0 +1,216 @@
|
|||
// 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
|
||||
|
||||
/// <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
|
11
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics.cs.meta
Normal file
11
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dee259ee7c3340a418132acb8772ee32
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
193
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics2D.cs
Normal file
193
Assets/Plugins/DOTween/Modules/DOTweenModulePhysics2D.cs
Normal file
|
@ -0,0 +1,193 @@
|
|||
// 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 DG.Tweening.Core;
|
||||
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 DOTweenModulePhysics2D
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region Rigidbody2D Shortcuts
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's position to the given value.
|
||||
/// Also stores the Rigidbody2D 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<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's X position to the given value.
|
||||
/// Also stores the Rigidbody2D 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<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's Y position to the given value.
|
||||
/// Also stores the Rigidbody2D 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<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D's rotation to the given value.
|
||||
/// Also stores the Rigidbody2D 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 TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a Rigidbody2D'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 Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></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 Rigidbody2D target, Vector2 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, x => target.position = x, new Vector2(0, jumpPower), 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, x => target.position = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, 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 Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
|
||||
/// <para>NOTE: to tween a Rigidbody2D 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 Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.
|
||||
/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
|
||||
/// <para>NOTE: to tween a Rigidbody2D 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 Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,
|
||||
PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null
|
||||
)
|
||||
{
|
||||
if (resolution < 1) resolution = 1;
|
||||
int len = path.Length;
|
||||
Vector3[] path3D = new Vector3[len];
|
||||
for (int i = 0; i < len; ++i) path3D[i] = path[i];
|
||||
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, path3D, resolution, gizmoColor), duration)
|
||||
.SetTarget(target).SetUpdate(UpdateType.Fixed);
|
||||
|
||||
t.plugOptions.isRigidbody2D = 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 Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)
|
||||
.SetTarget(target);
|
||||
|
||||
t.plugOptions.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
return t;
|
||||
}
|
||||
internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath(
|
||||
this Rigidbody2D 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.isRigidbody2D = true;
|
||||
t.plugOptions.mode = pathMode;
|
||||
t.plugOptions.useLocalPosition = true;
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1e45354384c377f439c9ccdc4e3bb84b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
93
Assets/Plugins/DOTween/Modules/DOTweenModuleSprite.cs
Normal file
93
Assets/Plugins/DOTween/Modules/DOTweenModuleSprite.cs
Normal file
|
@ -0,0 +1,93 @@
|
|||
// 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;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#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 TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <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 TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <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));
|
||||
}
|
||||
s.SetTarget(target);
|
||||
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
|
11
Assets/Plugins/DOTween/Modules/DOTweenModuleSprite.cs.meta
Normal file
11
Assets/Plugins/DOTween/Modules/DOTweenModuleSprite.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 49ae6e868a9a609428384d94ad66337b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
660
Assets/Plugins/DOTween/Modules/DOTweenModuleUI.cs
Normal file
660
Assets/Plugins/DOTween/Modules/DOTweenModuleUI.cs
Normal file
|
@ -0,0 +1,660 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
|
||||
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Core.Enums;
|
||||
using DG.Tweening.Plugins;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
using Outline = UnityEngine.UI.Outline;
|
||||
using Text = UnityEngine.UI.Text;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
public static class DOTweenModuleUI
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
#region CanvasGroup
|
||||
|
||||
/// <summary>Tweens a CanvasGroup's alpha color to the given value.
|
||||
/// Also stores the canvasGroup 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 TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Graphic
|
||||
|
||||
/// <summary>Tweens an Graphic's color to the given value.
|
||||
/// Also stores the image 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an Graphic's alpha color to the given value.
|
||||
/// Also stores the image 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 TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Image
|
||||
|
||||
/// <summary>Tweens an Image's color to the given value.
|
||||
/// Also stores the image 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an Image's alpha color to the given value.
|
||||
/// Also stores the image 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 TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an Image's fillAmount to the given value.
|
||||
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration)
|
||||
{
|
||||
if (endValue > 1) endValue = 1;
|
||||
else if (endValue < 0) endValue = 0;
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an Image's colors 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 Image 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;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region LayoutElement
|
||||
|
||||
/// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement 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<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {
|
||||
target.flexibleWidth = x.x;
|
||||
target.flexibleHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an LayoutElement's minWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement 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<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {
|
||||
target.minWidth = x.x;
|
||||
target.minHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value.
|
||||
/// Also stores the LayoutElement 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<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {
|
||||
target.preferredWidth = x.x;
|
||||
target.preferredHeight = x.y;
|
||||
}, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Outline
|
||||
|
||||
/// <summary>Tweens a Outline's effectColor to the given value.
|
||||
/// Also stores the Outline 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Outline's effectColor alpha to the given value.
|
||||
/// Also stores the Outline 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 TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Outline's effectDistance to the given value.
|
||||
/// Also stores the Outline 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 TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RectTransform
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition X to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition Y to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D to the given value.
|
||||
/// Also stores the RectTransform 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> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value.
|
||||
/// Also stores the RectTransform 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> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value.
|
||||
/// Also stores the RectTransform 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> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value.
|
||||
/// Also stores the RectTransform 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> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchorMax to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchorMin to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's pivot to the given value.
|
||||
/// Also stores the RectTransform 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 TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's pivot X to the given value.
|
||||
/// Also stores the RectTransform 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 TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
|
||||
t.SetOptions(AxisConstraint.X).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
/// <summary>Tweens a RectTransform's pivot Y to the given value.
|
||||
/// Also stores the RectTransform 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 TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
|
||||
t.SetOptions(AxisConstraint.Y).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a RectTransform's sizeDelta to the given value.
|
||||
/// Also stores the RectTransform 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<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one
|
||||
/// as if it was connected to the starting position via an elastic.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="vibrato">Indicates how much will the punch vibrate</param>
|
||||
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.
|
||||
/// 1 creates a full oscillation between the punch direction and the opposite direction,
|
||||
/// while 0 oscillates only between the punch and the start position</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)
|
||||
{
|
||||
return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)
|
||||
.SetTarget(target).SetOptions(snapping);
|
||||
}
|
||||
|
||||
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="strength">The shake strength</param>
|
||||
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||||
/// Setting it to 0 will shake along a single direction.</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
/// <summary>Shakes a RectTransform's anchoredPosition with the given values.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="strength">The shake strength on each axis</param>
|
||||
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||||
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||||
/// Setting it to 0 will shake along a single direction.</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||||
public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true)
|
||||
{
|
||||
return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut)
|
||||
.SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);
|
||||
}
|
||||
|
||||
#region Special
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.
|
||||
/// Returns a Sequence instead of a Tweener.
|
||||
/// Also stores the RectTransform 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 DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
|
||||
{
|
||||
if (numJumps < 1) numJumps = 1;
|
||||
float startPosY = 0;
|
||||
float offsetY = -1;
|
||||
bool offsetYSet = false;
|
||||
|
||||
// Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence
|
||||
// (in case users add a delay or other elements to the Sequence)
|
||||
Sequence s = DOTween.Sequence();
|
||||
Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
|
||||
.SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
|
||||
.SetLoops(numJumps * 2, LoopType.Yoyo)
|
||||
.OnStart(()=> startPosY = target.anchoredPosition.y);
|
||||
s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)
|
||||
.SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
|
||||
).Join(yTween)
|
||||
.SetTarget(target).SetEase(DOTween.defaultEaseType);
|
||||
s.OnUpdate(() => {
|
||||
if (!offsetYSet) {
|
||||
offsetYSet = true;
|
||||
offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
|
||||
}
|
||||
Vector2 pos = target.anchoredPosition;
|
||||
pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);
|
||||
target.anchoredPosition = pos;
|
||||
});
|
||||
return s;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#region ScrollRect
|
||||
|
||||
/// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect 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 Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),
|
||||
x => {
|
||||
target.horizontalNormalizedPosition = x.x;
|
||||
target.verticalNormalizedPosition = x.y;
|
||||
}, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
/// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect 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 Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
/// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value.
|
||||
/// Also stores the ScrollRect 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 Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)
|
||||
.SetOptions(snapping).SetTarget(target);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Slider
|
||||
|
||||
/// <summary>Tweens a Slider's value to the given value.
|
||||
/// Also stores the Slider 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<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
|
||||
{
|
||||
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
|
||||
t.SetOptions(snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Text
|
||||
|
||||
/// <summary>Tweens a Text's color to the given value.
|
||||
/// Also stores the Text 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 TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tweens a Text's text from one integer to another, with options for thousands separators
|
||||
/// </summary>
|
||||
/// <param name="fromValue">The value to start from</param>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
|
||||
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
|
||||
public static TweenerCore<int, int, NoOptions> DOCounter(
|
||||
this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
|
||||
){
|
||||
int v = fromValue;
|
||||
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
|
||||
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
|
||||
v = x;
|
||||
target.text = addThousandsSeparator
|
||||
? v.ToString("N0", cInfo)
|
||||
: v.ToString();
|
||||
}, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Text's alpha color to the given value.
|
||||
/// Also stores the Text 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 TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
|
||||
{
|
||||
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>Tweens a Text's text to the given value.
|
||||
/// Also stores the Text as the tween's target so it can be used for filtered operations</summary>
|
||||
/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
|
||||
/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
|
||||
/// otherwise all tags will be considered as normal text</param>
|
||||
/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
|
||||
/// <param name="scrambleChars">A string containing the characters to use for scrambling.
|
||||
/// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
|
||||
/// Leave it to NULL (default) to use default ones</param>
|
||||
public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
|
||||
{
|
||||
if (endValue == null) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors");
|
||||
endValue = "";
|
||||
}
|
||||
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
|
||||
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
|
||||
.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Blendables
|
||||
|
||||
#region Graphic
|
||||
|
||||
/// <summary>Tweens a Graphic'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 Graphic 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 Graphic 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
|
||||
|
||||
#region Image
|
||||
|
||||
/// <summary>Tweens a Image'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 Image 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 Image 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
|
||||
|
||||
#region Text
|
||||
|
||||
/// <summary>Tweens a Text's color BY 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 Text 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 Text 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
|
||||
|
||||
#region Shapes
|
||||
|
||||
/// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.
|
||||
/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/>
|
||||
/// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
|
||||
/// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
|
||||
/// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
/// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
|
||||
/// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
|
||||
public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
|
||||
this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
|
||||
)
|
||||
{
|
||||
TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To(
|
||||
CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration
|
||||
);
|
||||
t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Utils
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
|
||||
/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
|
||||
/// </summary>
|
||||
public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)
|
||||
{
|
||||
Vector2 localPoint;
|
||||
Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);
|
||||
Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);
|
||||
screenP += fromPivotDerivedOffset;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);
|
||||
Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);
|
||||
return to.anchoredPosition + localPoint - pivotDerivedOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
11
Assets/Plugins/DOTween/Modules/DOTweenModuleUI.cs.meta
Normal file
11
Assets/Plugins/DOTween/Modules/DOTweenModuleUI.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7301c4018cd87a74cbe503ca638922b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
403
Assets/Plugins/DOTween/Modules/DOTweenModuleUnityVersion.cs
Normal file
403
Assets/Plugins/DOTween/Modules/DOTweenModuleUnityVersion.cs
Normal file
|
@ -0,0 +1,403 @@
|
|||
// 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 Task = System.Threading.Tasks.Task;
|
||||
//#endif
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Shortcuts/functions that are not strictly related to specific Modules
|
||||
/// but are available only on some Unity versions
|
||||
/// </summary>
|
||||
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
|
||||
|
||||
/// <summary>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</summary>
|
||||
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
|
||||
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;
|
||||
}
|
||||
/// <summary>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</summary>
|
||||
/// <param name="gradient">The gradient to use</param>
|
||||
/// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
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
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code>
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code>
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed.
|
||||
/// It can be used inside a coroutine as a yield.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code>
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> 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.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> 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.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="CustomYieldInstruction"/> 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.
|
||||
/// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code>
|
||||
/// </summary>
|
||||
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
|
||||
|
||||
/// <summary>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</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);
|
||||
t.SetTarget(target);
|
||||
return t;
|
||||
}
|
||||
|
||||
/// <summary>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</summary>
|
||||
/// <param name="endValue">The end value to reach</param>
|
||||
/// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param>
|
||||
/// <param name="duration">The duration of the tween</param>
|
||||
public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)
|
||||
{
|
||||
if (!target.HasProperty(propertyID)) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);
|
||||
return null;
|
||||
}
|
||||
TweenerCore<Vector2, Vector2, VectorOptions> 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 UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)
|
||||
|
||||
#region Async Instructions
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active) await System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code>
|
||||
/// </summary>
|
||||
/// <param name="elapsedLoops">Elapsed loops to wait for</param>
|
||||
public static async System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> 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.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code>
|
||||
/// </summary>
|
||||
/// <param name="position">Position (loops included, delays excluded) to wait for</param>
|
||||
public static async System.Threading.Tasks.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 System.Threading.Tasks.Task.Yield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed.
|
||||
/// It can be used inside an async operation.
|
||||
/// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code>
|
||||
/// </summary>
|
||||
public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)
|
||||
{
|
||||
if (!t.active) {
|
||||
if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);
|
||||
return;
|
||||
}
|
||||
while (t.active && !t.playedOnce) await System.Threading.Tasks.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
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cd67382bd6043e04d95d5b079d71a768
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
167
Assets/Plugins/DOTween/Modules/DOTweenModuleUtils.cs
Normal file
167
Assets/Plugins/DOTween/Modules/DOTweenModuleUtils.cs
Normal file
|
@ -0,0 +1,167 @@
|
|||
// Author: Daniele Giardini - http://www.demigiant.com
|
||||
// Created: 2018/07/13
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using DG.Tweening.Core;
|
||||
using DG.Tweening.Plugins.Core.PathCore;
|
||||
using DG.Tweening.Plugins.Options;
|
||||
|
||||
#pragma warning disable 1591
|
||||
namespace DG.Tweening
|
||||
{
|
||||
/// <summary>
|
||||
/// Utility functions that deal with available Modules.
|
||||
/// Modules defines:
|
||||
/// - DOTAUDIO
|
||||
/// - DOTPHYSICS
|
||||
/// - DOTPHYSICS2D
|
||||
/// - DOTSPRITE
|
||||
/// - DOTUI
|
||||
/// Extra defines set and used for implementation of external assets:
|
||||
/// - DOTWEEN_TMP ► TextMesh Pro
|
||||
/// - DOTWEEN_TK2D ► 2D Toolkit
|
||||
/// </summary>
|
||||
public static class DOTweenModuleUtils
|
||||
{
|
||||
static bool _initialized;
|
||||
|
||||
#region Reflection
|
||||
|
||||
/// <summary>
|
||||
/// Called via Reflection by DOTweenComponent on Awake
|
||||
/// </summary>
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
_initialized = true;
|
||||
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
|
||||
#else
|
||||
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
#pragma warning disable
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
// Just used to preserve methods when building, never called
|
||||
static void Preserver()
|
||||
{
|
||||
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
|
||||
}
|
||||
#pragma warning restore
|
||||
#endif
|
||||
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
|
||||
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
|
||||
static void PlaymodeStateChanged()
|
||||
#else
|
||||
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
|
||||
#endif
|
||||
{
|
||||
if (DOTween.instance == null) return;
|
||||
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
|
||||
}
|
||||
#endif
|
||||
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||||
|
||||
public static class Physics
|
||||
{
|
||||
// Called via DOTweenExternalCommand callback
|
||||
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
|
||||
else trans.rotation = newRot;
|
||||
#else
|
||||
trans.rotation = newRot;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
|
||||
public static bool HasRigidbody2D(Component target)
|
||||
{
|
||||
#if true // PHYSICS2D_MARKER
|
||||
return target.GetComponent<Rigidbody2D>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#region Called via Reflection
|
||||
|
||||
|
||||
// Called via Reflection by DOTweenPathInspector
|
||||
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static bool HasRigidbody(Component target)
|
||||
{
|
||||
#if true // PHYSICS_MARKER
|
||||
return target.GetComponent<Rigidbody>() != null;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Called via Reflection by DOTweenPath
|
||||
#if UNITY_2018_1_OR_NEWER
|
||||
[UnityEngine.Scripting.Preserve]
|
||||
#endif
|
||||
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
|
||||
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
|
||||
){
|
||||
TweenerCore<Vector3, Path, PathOptions> t = null;
|
||||
bool rBodyFoundAndTweened = false;
|
||||
#if true // PHYSICS_MARKER
|
||||
if (tweenRigidbody) {
|
||||
Rigidbody rBody = target.GetComponent<Rigidbody>();
|
||||
if (rBody != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody.DOLocalPath(path, duration, pathMode)
|
||||
: rBody.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if true // PHYSICS2D_MARKER
|
||||
if (!rBodyFoundAndTweened && tweenRigidbody) {
|
||||
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
|
||||
if (rBody2D != null) {
|
||||
rBodyFoundAndTweened = true;
|
||||
t = isLocal
|
||||
? rBody2D.DOLocalPath(path, duration, pathMode)
|
||||
: rBody2D.DOPath(path, duration, pathMode);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (!rBodyFoundAndTweened) {
|
||||
t = isLocal
|
||||
? target.transform.DOLocalPath(path, duration, pathMode)
|
||||
: target.transform.DOPath(path, duration, pathMode);
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/DOTween/Modules/DOTweenModuleUtils.cs.meta
Normal file
11
Assets/Plugins/DOTween/Modules/DOTweenModuleUtils.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 33324f6baa8bfa9459664e2d9747fe98
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
29
Assets/Plugins/DOTween/readme.txt
Normal file
29
Assets/Plugins/DOTween/readme.txt
Normal file
|
@ -0,0 +1,29 @@
|
|||
DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
|
||||
|
||||
// IMPORTANT!!! /////////////////////////////////////////////
|
||||
// Upgrading DOTween from versions older than 1.2.000 ///////
|
||||
// (or DOTween Pro older than 1.0.000) //////////////////////
|
||||
-------------------------------------------------------------
|
||||
If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
|
||||
1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
|
||||
2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
|
||||
3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
|
||||
4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
|
||||
|
||||
// GET STARTED //////////////////////////////////////////////
|
||||
|
||||
- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
|
||||
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
|
||||
- You're ready to tween. Check out the links below for full documentation and license info.
|
||||
|
||||
|
||||
// LINKS ///////////////////////////////////////////////////////
|
||||
|
||||
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
|
||||
DOTween license: http://dotween.demigiant.com/license.php
|
||||
DOTween repository (Google Code): https://code.google.com/p/dotween/
|
||||
Demigiant website (documentation, examples, etc): http://www.demigiant.com
|
||||
|
||||
// NOTES //////////////////////////////////////////////////////
|
||||
|
||||
- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
|
7
Assets/Plugins/DOTween/readme.txt.meta
Normal file
7
Assets/Plugins/DOTween/readme.txt.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fd8a7aa416010e24f9aaf092287fbfbc
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly.meta
Normal file
8
Assets/Plugins/Starpelly.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: cb987a8733a64924aa4c1bcbe27e6430
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
115
Assets/Plugins/Starpelly/Anchors.cs
Normal file
115
Assets/Plugins/Starpelly/Anchors.cs
Normal file
|
@ -0,0 +1,115 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Starpelly
|
||||
{
|
||||
public class Anchors
|
||||
{
|
||||
//------------Top-------------------
|
||||
public static void TopLeft(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0, 1);
|
||||
uitransform.anchorMax = new Vector2(0, 1);
|
||||
uitransform.pivot = new Vector2(0, 1);
|
||||
}
|
||||
|
||||
public static void TopMiddle(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0.5f, 1);
|
||||
uitransform.anchorMax = new Vector2(0.5f, 1);
|
||||
uitransform.pivot = new Vector2(0.5f, 1);
|
||||
}
|
||||
|
||||
|
||||
public static void TopRight(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(1, 1);
|
||||
uitransform.anchorMax = new Vector2(1, 1);
|
||||
uitransform.pivot = new Vector2(1, 1);
|
||||
}
|
||||
|
||||
//------------Middle-------------------
|
||||
public static void MiddleLeft(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0, 0.5f);
|
||||
uitransform.anchorMax = new Vector2(0, 0.5f);
|
||||
uitransform.pivot = new Vector2(0, 0.5f);
|
||||
}
|
||||
|
||||
public static void Mmiddle(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
uitransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
uitransform.pivot = new Vector2(0.5f, 0.5f);
|
||||
}
|
||||
|
||||
public static void MiddleRight(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(1, 0.5f);
|
||||
uitransform.anchorMax = new Vector2(1, 0.5f);
|
||||
uitransform.pivot = new Vector2(1, 0.5f);
|
||||
}
|
||||
|
||||
//------------Bottom-------------------
|
||||
public static void BottomLeft(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0, 0);
|
||||
uitransform.anchorMax = new Vector2(0, 0);
|
||||
uitransform.pivot = new Vector2(0, 0);
|
||||
}
|
||||
|
||||
public static void BottomMiddle(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(0.5f, 0);
|
||||
uitransform.anchorMax = new Vector2(0.5f, 0);
|
||||
uitransform.pivot = new Vector2(0.5f, 0);
|
||||
}
|
||||
|
||||
public static void BottomRight(GameObject uiObject)
|
||||
{
|
||||
RectTransform uitransform = uiObject.GetComponent<RectTransform>();
|
||||
|
||||
uitransform.anchorMin = new Vector2(1, 0);
|
||||
uitransform.anchorMax = new Vector2(1, 0);
|
||||
uitransform.pivot = new Vector2(1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public static class RectTransformExtensions
|
||||
{
|
||||
public static void SetLeft(this RectTransform rt, float left)
|
||||
{
|
||||
rt.offsetMin = new Vector2(left, rt.offsetMin.y);
|
||||
}
|
||||
|
||||
public static void SetRight(this RectTransform rt, float right)
|
||||
{
|
||||
rt.offsetMax = new Vector2(-right, rt.offsetMax.y);
|
||||
}
|
||||
|
||||
public static void SetTop(this RectTransform rt, float top)
|
||||
{
|
||||
rt.offsetMax = new Vector2(rt.offsetMax.x, -top);
|
||||
}
|
||||
|
||||
public static void SetBottom(this RectTransform rt, float bottom)
|
||||
{
|
||||
rt.offsetMin = new Vector2(rt.offsetMin.x, bottom);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Anchors.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Anchors.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1d8c3539b2e2fb543b570b5d5e8cc79a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
39
Assets/Plugins/Starpelly/Colors.cs
Normal file
39
Assets/Plugins/Starpelly/Colors.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Starpelly
|
||||
{
|
||||
public class Colors
|
||||
{
|
||||
public static string Color2Hex(Color32 color)
|
||||
{
|
||||
string hex = color.r.ToString("X2") + color.g.ToString("X2") + color.b.ToString("X2");
|
||||
return hex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a Hexadecimal Color to an RGB Color.
|
||||
/// </summary>
|
||||
public static Color Hex2RGB(string hex)
|
||||
{
|
||||
try
|
||||
{
|
||||
hex = hex.Replace("0x", "");//in case the string is formatted 0xFFFFFF
|
||||
hex = hex.Replace("#", "");//in case the string is formatted #FFFFFF
|
||||
byte a = 255;//assume fully visible unless specified in hex
|
||||
byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
|
||||
byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
|
||||
byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
|
||||
//Only use alpha if the string has enough characters
|
||||
if (hex.Length == 8)
|
||||
{
|
||||
a = byte.Parse(hex.Substring(6, 2), System.Globalization.NumberStyles.HexNumber);
|
||||
}
|
||||
return new Color32(r, g, b, a);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return Color.black;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Colors.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Colors.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 50a7b803bf8f71447b31651201c679bd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
13
Assets/Plugins/Starpelly/Common.cs
Normal file
13
Assets/Plugins/Starpelly/Common.cs
Normal file
|
@ -0,0 +1,13 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using Starpelly.Enums.Windows;
|
||||
|
||||
namespace Starpelly.Common
|
||||
{
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct POINT
|
||||
{
|
||||
public int x;
|
||||
public int y;
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Common.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Common.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 443faccde9dc53c488a2e5a987167620
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly/Enums.meta
Normal file
8
Assets/Plugins/Starpelly/Enums.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: af122b943aa4c9b42aff726e52d9ab65
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
34
Assets/Plugins/Starpelly/Enums/StringType.cs
Normal file
34
Assets/Plugins/Starpelly/Enums/StringType.cs
Normal file
|
@ -0,0 +1,34 @@
|
|||
namespace Starpelly.Enums.Strings
|
||||
{
|
||||
public enum StringType : int
|
||||
{
|
||||
/// <summary>
|
||||
/// Both uppercase and lowercase letters in english.
|
||||
/// </summary>
|
||||
Alpha,
|
||||
/// <summary>
|
||||
/// All numbers ranging from 0-9
|
||||
/// </summary>
|
||||
Numeric,
|
||||
/// <summary>
|
||||
/// Both uppercase and lowercase letters with all numbers ranging from 0-9. (english)
|
||||
/// </summary>
|
||||
Alphanumeric,
|
||||
/// <summary>
|
||||
/// All uppercase letters in english.
|
||||
/// </summary>
|
||||
Uppercase,
|
||||
/// <summary>
|
||||
/// All lowercase letters in english.
|
||||
/// </summary>
|
||||
Lowercase,
|
||||
/// <summary>
|
||||
/// All punctuation marks on the QWERTY keyboard. (Also contains special keys)
|
||||
/// </summary>
|
||||
Punctuation,
|
||||
/// <summary>
|
||||
/// All of the above.
|
||||
/// </summary>
|
||||
ALL
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Enums/StringType.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Enums/StringType.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3532584dfbb5990409d145df5ede8bf5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
108
Assets/Plugins/Starpelly/Enums/Windows.cs
Normal file
108
Assets/Plugins/Starpelly/Enums/Windows.cs
Normal file
|
@ -0,0 +1,108 @@
|
|||
using Starpelly.Common;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Starpelly.Enums.Windows
|
||||
{
|
||||
public enum WindowsCursor : int
|
||||
{
|
||||
StandardArrowAndSmallHourglass = 32650,
|
||||
StandardArrow = 32512,
|
||||
Crosshair = 32515,
|
||||
Hand = 32649,
|
||||
ArrowAndQuestionMark = 32651,
|
||||
IBeam = 32513,
|
||||
/// <summary>
|
||||
/// Obsolete for applications marked version 4.0 or later.
|
||||
/// </summary>
|
||||
[System.Obsolete]
|
||||
Icon = 32641,
|
||||
SlashedCircle = 32648,
|
||||
/// <summary>
|
||||
/// Obsolete for applications marked version 4.0 or later. Use FourPointedArrowPointingNorthSouthEastAndWest
|
||||
/// </summary>
|
||||
[System.Obsolete]
|
||||
Size = 32640,
|
||||
FourPointedArrowPointingNorthSouthEastAndWest = 32646,
|
||||
DoublePointedArrowPointingNortheastAndSouthwest = 32643,
|
||||
DoublePointedArrowPointingNorthAndSouth = 32645,
|
||||
DoublePointedArrowPointingNorthwestAndSoutheast = 32642,
|
||||
DoublePointedArrowPointingWestAndEast = 32644,
|
||||
VerticalArrow = 32516,
|
||||
Hourglass = 32514
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum SendInputEventType : uint
|
||||
{
|
||||
InputMouse,
|
||||
InputKeyboard,
|
||||
InputHardware
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct MOUSEINPUT
|
||||
{
|
||||
public int dx;
|
||||
public int dy;
|
||||
public uint mouseData;
|
||||
public MouseEventFlags dwFlags;
|
||||
public uint time;
|
||||
public IntPtr dwExtraInfo;
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct KEYBOARDINPUT
|
||||
{
|
||||
public ushort wVk;
|
||||
public ushort wScan;
|
||||
public uint dwFlags;
|
||||
public uint time;
|
||||
public IntPtr dwExtraInfo;
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct HARDWAREINPUT
|
||||
{
|
||||
public int uMsg;
|
||||
public short wParamL;
|
||||
public short wParamH;
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct MOUSEANDKEYBOARDINPUT
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public MOUSEINPUT mi;
|
||||
|
||||
[FieldOffset(0)]
|
||||
public KEYBOARDINPUT ki;
|
||||
|
||||
[FieldOffset(0)]
|
||||
public HARDWAREINPUT hi;
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum MouseEventFlags : uint
|
||||
{
|
||||
MOUSEEVENT_MOVE = 0x0001,
|
||||
MOUSEEVENT_LEFTDOWN = 0x0002,
|
||||
MOUSEEVENT_LEFTUP = 0x0004,
|
||||
MOUSEEVENT_RIGHTDOWN = 0x0008,
|
||||
MOUSEEVENT_RIGHTUP = 0x0010,
|
||||
MOUSEEVENT_MIDDLEDOWN = 0x0020,
|
||||
MOUSEEVENT_MIDDLEUP = 0x0040,
|
||||
MOUSEEVENT_XDOWN = 0x0080,
|
||||
MOUSEEVENT_XUP = 0x0100,
|
||||
MOUSEEVENT_WHEEL = 0x0800,
|
||||
MOUSEEVENT_VIRTUALDESK = 0x4000,
|
||||
MOUSEEVENT_ABSOLUTE = 0x8000
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct INPUT
|
||||
{
|
||||
public SendInputEventType type;
|
||||
public MOUSEANDKEYBOARDINPUT mkhi;
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Enums/Windows.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Enums/Windows.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9aa3c38600fe0124ea40791c379eb5d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
85
Assets/Plugins/Starpelly/Math.cs
Normal file
85
Assets/Plugins/Starpelly/Math.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Starpelly
|
||||
{
|
||||
public static class Mathp
|
||||
{
|
||||
/// <summary>
|
||||
/// Rounds float to nearest interval.
|
||||
/// </summary>
|
||||
public static float Round2Nearest(float a, float interval)
|
||||
{
|
||||
return a = a - (a % interval);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the difference between two floats.
|
||||
/// </summary>
|
||||
public static float Difference(float num1, float num2)
|
||||
{
|
||||
float cout;
|
||||
cout = Mathf.Max(num2, num1) - Mathf.Min(num1, num2);
|
||||
return cout;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the closest value in a list compared to value given.
|
||||
/// </summary>
|
||||
public static float GetClosestInList(List<float> list, float compareTo)
|
||||
{
|
||||
if (list.Count > 0)
|
||||
return list.Aggregate((x, y) => Mathf.Abs(x - compareTo) < Mathf.Abs(y - compareTo) ? x : y);
|
||||
else
|
||||
return -40;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the numbers after a decimal.
|
||||
/// </summary>
|
||||
public static float GetDecimalFromFloat(float number)
|
||||
{
|
||||
return number % 1; // this is simple as fuck, but i'm dumb and forget this all the time
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts two numbers to a range of 0 - 1
|
||||
/// </summary>
|
||||
/// <param name="val">The input value.</param>
|
||||
/// <param name="min">The min input.</param>
|
||||
/// <param name="max">The max input.</param>
|
||||
public static float Normalize(float val, float min, float max)
|
||||
{
|
||||
return (val - min) / (max - min);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a normalized value to a normal float.
|
||||
/// </summary>
|
||||
/// <param name="val">The normalized value.</param>
|
||||
/// <param name="min">The min input.</param>
|
||||
/// <param name="max">The max input.</param>
|
||||
public static float DeNormalize(float val, float min, float max)
|
||||
{
|
||||
return (val * (max - min) + min);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if a value is within a certain range.
|
||||
/// </summary>
|
||||
public static bool IsWithin(this float val, float min, float max)
|
||||
{
|
||||
return val >= min && val <= max;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if value is between two numbers.
|
||||
/// </summary>
|
||||
public static bool IsBetween<T>(this T item, T start, T end)
|
||||
{
|
||||
return Comparer<T>.Default.Compare(item, start) >= 0
|
||||
&& Comparer<T>.Default.Compare(item, end) <= 0;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Math.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Math.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 09ae937b4a8b92d4386ba5172d1ad67f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly/OperatingSystems.meta
Normal file
8
Assets/Plugins/Starpelly/OperatingSystems.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 24f2fe0d29590e64bbf4bc9d4f230b9f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
139
Assets/Plugins/Starpelly/OperatingSystems/Windows.cs
Normal file
139
Assets/Plugins/Starpelly/OperatingSystems/Windows.cs
Normal file
|
@ -0,0 +1,139 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
using Starpelly.Enums.Windows;
|
||||
using System.Text;
|
||||
|
||||
namespace Starpelly.OS
|
||||
{
|
||||
public class Windows
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the current title of the game window.
|
||||
/// </summary>
|
||||
/// <returns>The current title the window is, will probably only be used for changing the window in ChangeWindowTitle()</returns>
|
||||
private static string GetActiveWindowTitle()
|
||||
{
|
||||
const int nChars = 256;
|
||||
StringBuilder Buff = new StringBuilder(nChars);
|
||||
IntPtr handle = User32.GetForegroundWindow();
|
||||
|
||||
if (User32.GetWindowText(handle, Buff, nChars) > 0)
|
||||
{
|
||||
return Buff.ToString();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the game's window title.
|
||||
/// </summary>
|
||||
/// <param name="newTitle">The title the window will be changed to.</param>
|
||||
public static void ChangeWindowTitle(string newTitle)
|
||||
{
|
||||
var windowPtr = User32.FindWindow(null, GetActiveWindowTitle());
|
||||
User32.SetWindowText(windowPtr, newTitle);
|
||||
}
|
||||
|
||||
#region Input
|
||||
|
||||
/// <summary>
|
||||
/// Simulates a real key press passed in.
|
||||
/// </summary>
|
||||
public static void KeyPress(KeyCodeWin keyCode)
|
||||
{
|
||||
INPUT input = new INPUT
|
||||
{
|
||||
type = SendInputEventType.InputKeyboard,
|
||||
mkhi = new MOUSEANDKEYBOARDINPUT
|
||||
{
|
||||
ki = new KEYBOARDINPUT
|
||||
{
|
||||
wVk = (ushort)keyCode,
|
||||
wScan = 0,
|
||||
dwFlags = 0, // if nothing, key down
|
||||
time = 0,
|
||||
dwExtraInfo = IntPtr.Zero,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
INPUT input2 = new INPUT
|
||||
{
|
||||
type = SendInputEventType.InputKeyboard,
|
||||
mkhi = new MOUSEANDKEYBOARDINPUT
|
||||
{
|
||||
ki = new KEYBOARDINPUT
|
||||
{
|
||||
wVk = (ushort)keyCode,
|
||||
wScan = 0,
|
||||
dwFlags = 2, // key up
|
||||
time = 0,
|
||||
dwExtraInfo = IntPtr.Zero,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
INPUT[] inputs = new INPUT[] { input, input2 }; // Combined, it's a keystroke
|
||||
User32.SendInput((uint)inputs.Length, inputs, Marshal.SizeOf(typeof(INPUT)));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets your mouse pointer.
|
||||
/// </summary>
|
||||
public static void ChangeCursor(WindowsCursor cursor)
|
||||
{
|
||||
User32.SetCursor(User32.LoadCursor(IntPtr.Zero, (int)cursor));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately clicks the left mouse button.
|
||||
/// </summary>
|
||||
public static void ClickLeftMouseButton()
|
||||
{
|
||||
INPUT mouseDownInput = new INPUT();
|
||||
mouseDownInput.type = SendInputEventType.InputMouse;
|
||||
mouseDownInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENT_LEFTDOWN;
|
||||
User32.SendInput(1, ref mouseDownInput, Marshal.SizeOf(new INPUT()));
|
||||
|
||||
INPUT mouseUpInput = new INPUT();
|
||||
mouseUpInput.type = SendInputEventType.InputMouse;
|
||||
mouseUpInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENT_LEFTUP;
|
||||
User32.SendInput(1, ref mouseUpInput, Marshal.SizeOf(new INPUT()));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately clicks the right mouse button.
|
||||
/// </summary>
|
||||
public static void ClickRightMouseButton()
|
||||
{
|
||||
INPUT mouseDownInput = new INPUT();
|
||||
mouseDownInput.type = SendInputEventType.InputMouse;
|
||||
mouseDownInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENT_RIGHTDOWN;
|
||||
User32.SendInput(1, ref mouseDownInput, Marshal.SizeOf(new INPUT()));
|
||||
|
||||
INPUT mouseUpInput = new INPUT();
|
||||
mouseUpInput.type = SendInputEventType.InputMouse;
|
||||
mouseUpInput.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENT_RIGHTUP;
|
||||
User32.SendInput(1, ref mouseUpInput, Marshal.SizeOf(new INPUT()));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves your cursor in the x and y params implemented, plus the current mouse pos.
|
||||
/// </summary>
|
||||
/// <param name="dx">Direction X</param>
|
||||
/// <param name="dy">Direction Y</param>
|
||||
public static void MouseMove(int dx, int dy)
|
||||
{
|
||||
INPUT mouseMove = new INPUT();
|
||||
mouseMove.type = SendInputEventType.InputMouse;
|
||||
mouseMove.mkhi.mi.dwFlags = MouseEventFlags.MOUSEEVENT_MOVE;
|
||||
mouseMove.mkhi.mi.dx = dx;
|
||||
mouseMove.mkhi.mi.dy = dy;
|
||||
User32.SendInput(1, ref mouseMove, Marshal.SizeOf(new INPUT()));
|
||||
}
|
||||
#endregion
|
||||
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/OperatingSystems/Windows.cs.meta
Normal file
11
Assets/Plugins/Starpelly/OperatingSystems/Windows.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ad72bc489623a464780ec0ff75fe7d70
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
167
Assets/Plugins/Starpelly/Pelly.cs
Normal file
167
Assets/Plugins/Starpelly/Pelly.cs
Normal file
|
@ -0,0 +1,167 @@
|
|||
namespace Pelly
|
||||
{
|
||||
public enum KeyCodeWin : ushort
|
||||
{
|
||||
#region Media
|
||||
MEDIA_NEXT_TRACK = 0xb0,
|
||||
MEDIA_PREV_TRACK = 0xb1,
|
||||
MEDIA_STOP = 0xb2,
|
||||
MEDIA_PLAY_PAUSE = 0xb3,
|
||||
#endregion
|
||||
|
||||
#region Math Functions
|
||||
MULTIPLY = 0x6a, // '*'
|
||||
ADD = 0x6b,
|
||||
SUBTRACT = 0x6d,
|
||||
DIVIDE = 0x6f,
|
||||
#endregion
|
||||
|
||||
#region Browser
|
||||
BROWSER_BACK = 0xa6,
|
||||
BROWSER_FORWARD = 0xa7,
|
||||
BROWSER_REFRESH = 0xa8,
|
||||
BROWSER_STOP = 0xa9,
|
||||
BROWSER_SEARCH = 0xaa,
|
||||
BROWSER_FAVORITES = 0xab,
|
||||
BROWSER_HOME = 0xac,
|
||||
#endregion
|
||||
|
||||
#region Numpad numbers
|
||||
NUMPAD0 = 0x60,
|
||||
NUMPAD1 = 0x61,
|
||||
NUMPAD2 = 0x62,
|
||||
NUMPAD3 = 0x63,
|
||||
NUMPAD4 = 0x64, // 100
|
||||
NUMPAD5 = 0x65,
|
||||
NUMPAD6 = 0x66,
|
||||
NUMPAD7 = 0x67,
|
||||
NUMPAD8 = 0x68,
|
||||
NUMPAD9 = 0x69,
|
||||
#endregion
|
||||
|
||||
#region Function Keys
|
||||
F1 = 0x70,
|
||||
F2 = 0x71,
|
||||
F3 = 0x72,
|
||||
F4 = 0x73,
|
||||
F5 = 0x74,
|
||||
F6 = 0x75,
|
||||
F7 = 0x76,
|
||||
F8 = 0x77,
|
||||
F9 = 0x78,
|
||||
F10 = 0x79,
|
||||
F11 = 0x7a,
|
||||
F12 = 0x7b,
|
||||
F13 = 0x7c,
|
||||
F14 = 0x7d,
|
||||
F15 = 0x7e,
|
||||
F16 = 0x7f,
|
||||
F17 = 0x80,
|
||||
F18 = 0x81,
|
||||
F19 = 130,
|
||||
F20 = 0x83,
|
||||
F21 = 0x84,
|
||||
F22 = 0x85,
|
||||
F23 = 0x86,
|
||||
F24 = 0x87,
|
||||
#endregion
|
||||
|
||||
#region Other
|
||||
// see https://lists.w3.org/Archives/Public/www-dom/2010JulSep/att-0182/keyCode-spec.html
|
||||
OEM_COLON = 0xba, // OEM_1
|
||||
OEM_102 = 0xe2,
|
||||
OEM_2 = 0xbf,
|
||||
OEM_3 = 0xc0,
|
||||
OEM_4 = 0xdb,
|
||||
OEM_BACK_SLASH = 0xdc, // OEM_5
|
||||
OEM_6 = 0xdd,
|
||||
OEM_7 = 0xde,
|
||||
OEM_8 = 0xdf,
|
||||
OEM_CLEAR = 0xfe,
|
||||
OEM_COMMA = 0xbc,
|
||||
OEM_MINUS = 0xbd, // Underscore
|
||||
OEM_PERIOD = 0xbe,
|
||||
OEM_PLUS = 0xbb,
|
||||
#endregion
|
||||
|
||||
#region KEYS
|
||||
KEY_0 = 0x30,
|
||||
KEY_1 = 0x31,
|
||||
KEY_2 = 0x32,
|
||||
KEY_3 = 0x33,
|
||||
KEY_4 = 0x34,
|
||||
KEY_5 = 0x35,
|
||||
KEY_6 = 0x36,
|
||||
KEY_7 = 0x37,
|
||||
KEY_8 = 0x38,
|
||||
KEY_9 = 0x39,
|
||||
KEY_A = 0x41,
|
||||
KEY_B = 0x42,
|
||||
KEY_C = 0x43,
|
||||
KEY_D = 0x44,
|
||||
KEY_E = 0x45,
|
||||
KEY_F = 0x46,
|
||||
KEY_G = 0x47,
|
||||
KEY_H = 0x48,
|
||||
KEY_I = 0x49,
|
||||
KEY_J = 0x4a,
|
||||
KEY_K = 0x4b,
|
||||
KEY_L = 0x4c,
|
||||
KEY_M = 0x4d,
|
||||
KEY_N = 0x4e,
|
||||
KEY_O = 0x4f,
|
||||
KEY_P = 0x50,
|
||||
KEY_Q = 0x51,
|
||||
KEY_R = 0x52,
|
||||
KEY_S = 0x53,
|
||||
KEY_T = 0x54,
|
||||
KEY_U = 0x55,
|
||||
KEY_V = 0x56,
|
||||
KEY_W = 0x57,
|
||||
KEY_X = 0x58,
|
||||
KEY_Y = 0x59,
|
||||
KEY_Z = 0x5a,
|
||||
#endregion
|
||||
|
||||
#region volume
|
||||
VOLUME_MUTE = 0xad,
|
||||
VOLUME_DOWN = 0xae,
|
||||
VOLUME_UP = 0xaf,
|
||||
#endregion
|
||||
|
||||
SNAPSHOT = 0x2c,
|
||||
RIGHT_CLICK = 0x5d,
|
||||
BACKSPACE = 8,
|
||||
CANCEL = 3,
|
||||
CAPS_LOCK = 20,
|
||||
CONTROL = 0x11,
|
||||
ALT = 18,
|
||||
DECIMAL = 110,
|
||||
DELETE = 0x2e,
|
||||
DOWN = 40,
|
||||
END = 0x23,
|
||||
ESC = 0x1b,
|
||||
HOME = 0x24,
|
||||
INSERT = 0x2d,
|
||||
LAUNCH_APP1 = 0xb6,
|
||||
LAUNCH_APP2 = 0xb7,
|
||||
LAUNCH_MAIL = 180,
|
||||
LAUNCH_MEDIA_SELECT = 0xb5,
|
||||
LCONTROL = 0xa2,
|
||||
LEFT = 0x25,
|
||||
LSHIFT = 0xa0,
|
||||
LWIN = 0x5b,
|
||||
PAGEDOWN = 0x22,
|
||||
NUMLOCK = 0x90,
|
||||
PAGE_UP = 0x21,
|
||||
RCONTROL = 0xa3,
|
||||
ENTER = 13,
|
||||
RIGHT = 0x27,
|
||||
RSHIFT = 0xa1,
|
||||
RWIN = 0x5c,
|
||||
SHIFT = 0x10,
|
||||
SPACE_BAR = 0x20,
|
||||
TAB = 9,
|
||||
UP = 0x26,
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Pelly.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Pelly.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 270c0104ad1fee346ac2cd6cdc617329
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly/Properties.meta
Normal file
8
Assets/Plugins/Starpelly/Properties.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 20020e40c9650d34a938ffef9aa986cf
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
13
Assets/Plugins/Starpelly/Properties/Arrays.cs
Normal file
13
Assets/Plugins/Starpelly/Properties/Arrays.cs
Normal file
|
@ -0,0 +1,13 @@
|
|||
using System;
|
||||
|
||||
namespace Starpelly.Properties
|
||||
{
|
||||
public static class Arrays
|
||||
{
|
||||
public static void Push<T>(ref T[] table, object value)
|
||||
{
|
||||
Array.Resize(ref table, table.Length + 1);
|
||||
table.SetValue(value, table.Length - 1);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Properties/Arrays.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Properties/Arrays.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f44e2d87a27b15847b56b14db8a25730
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
56
Assets/Plugins/Starpelly/Properties/Strings.cs
Normal file
56
Assets/Plugins/Starpelly/Properties/Strings.cs
Normal file
|
@ -0,0 +1,56 @@
|
|||
using Starpelly.Enums.Strings;
|
||||
|
||||
namespace Starpelly.Properties
|
||||
{
|
||||
public class Strings
|
||||
{
|
||||
/// <summary>
|
||||
/// Chooses a string based on the StringType chosen.
|
||||
/// </summary>
|
||||
/// <param name="stringType">The string type eg. (uppercase, lowercase, numeric)</param>
|
||||
/// <returns>A list of chars because enums don't support strings. :(</returns>
|
||||
public static string Chars(StringType stringType)
|
||||
{
|
||||
const string alpha = @"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz";
|
||||
const string numeric = @"0123456789";
|
||||
const string alphanumeric = @"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
|
||||
const string uppercase = @"ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
||||
const string lowercase = @"abcdefghijklmnopqrstuvwxyz";
|
||||
const string punctuation = @"!@#$%^&*()_+{}:|<>?/.,;'\[]-=`~ ";
|
||||
const string all = @"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789!@#$%^&*()_+{}:|<>?/.,;'\[]-=`~ ";
|
||||
|
||||
string returnString;
|
||||
|
||||
// I wish C# had the ability to use strings with enums
|
||||
switch (stringType)
|
||||
{
|
||||
case StringType.Alpha:
|
||||
returnString = alpha;
|
||||
break;
|
||||
case StringType.Numeric:
|
||||
returnString = numeric;
|
||||
break;
|
||||
case StringType.Alphanumeric:
|
||||
returnString = alphanumeric;
|
||||
break;
|
||||
case StringType.Uppercase:
|
||||
returnString = uppercase;
|
||||
break;
|
||||
case StringType.Lowercase:
|
||||
returnString = lowercase;
|
||||
break;
|
||||
case StringType.Punctuation:
|
||||
returnString = punctuation;
|
||||
break;
|
||||
case StringType.ALL:
|
||||
returnString = all;
|
||||
break;
|
||||
default:
|
||||
returnString = all;
|
||||
break;
|
||||
}
|
||||
|
||||
return returnString;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Properties/Strings.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Properties/Strings.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bbc057365bf984546b564868d853a53a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
30
Assets/Plugins/Starpelly/README.md
Normal file
30
Assets/Plugins/Starpelly/README.md
Normal file
|
@ -0,0 +1,30 @@
|
|||
# Starpelly
|
||||
Tools for Unity
|
||||
|
||||
Simulates the "A" key press every 0.6 seconds:
|
||||
```cs
|
||||
using UnityEngine;
|
||||
|
||||
using Starpelly.OS;
|
||||
|
||||
public class test : MonoBehaviour
|
||||
{
|
||||
private float action = 0.0f;
|
||||
private float period = 0.6f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Application.runInBackground = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Time.time > action)
|
||||
{
|
||||
action += period;
|
||||
Windows.KeyPress(Starpelly.KeyCodeWin.KEY_A);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
```
|
7
Assets/Plugins/Starpelly/README.md.meta
Normal file
7
Assets/Plugins/Starpelly/README.md.meta
Normal file
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 420b909aa281dcb478854d7bbba95ebf
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
25
Assets/Plugins/Starpelly/Random.cs
Normal file
25
Assets/Plugins/Starpelly/Random.cs
Normal file
|
@ -0,0 +1,25 @@
|
|||
using System.Linq;
|
||||
|
||||
using Starpelly.Enums.Strings;
|
||||
|
||||
namespace Starpelly.Random
|
||||
{
|
||||
public class Strings
|
||||
{
|
||||
private static System.Random random = new System.Random();
|
||||
|
||||
/// <summary>
|
||||
/// Function used to get a random string using the StringType and length provided.
|
||||
/// </summary>
|
||||
/// <param name="stringType">The string type. e.g, (uppercase, lowercase, numeric)</param>
|
||||
/// <param name="length">The length you want the string to be.</param>
|
||||
/// <returns>A random string of characters in a random order.</returns>
|
||||
public static string RandomString(StringType stringType, int length)
|
||||
{
|
||||
string chars = Properties.Strings.Chars(stringType);
|
||||
|
||||
return new string(Enumerable.Repeat(chars, length)
|
||||
.Select(s => s[random.Next(s.Length)]).ToArray());
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/Random.cs.meta
Normal file
11
Assets/Plugins/Starpelly/Random.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2c01318b4f5f869499a36b5d80319b47
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
53
Assets/Plugins/Starpelly/RendererExtensions.cs
Normal file
53
Assets/Plugins/Starpelly/RendererExtensions.cs
Normal file
|
@ -0,0 +1,53 @@
|
|||
using UnityEngine;
|
||||
|
||||
public static class RendererExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Counts the bounding box corners of the given RectTransform that are visible from the given Camera in screen space.
|
||||
/// </summary>
|
||||
/// <returns>The amount of bounding box corners that are visible from the Camera.</returns>
|
||||
/// <param name="rectTransform">Rect transform.</param>
|
||||
/// <param name="camera">Camera.</param>
|
||||
private static int CountCornersVisibleFrom(this RectTransform rectTransform, Camera camera)
|
||||
{
|
||||
Rect screenBounds = new Rect(0f, 0f, Screen.width, Screen.height); // Screen space bounds (assumes camera renders across the entire screen)
|
||||
Vector3[] objectCorners = new Vector3[4];
|
||||
rectTransform.GetWorldCorners(objectCorners);
|
||||
|
||||
int visibleCorners = 0;
|
||||
Vector3 tempScreenSpaceCorner; // Cached
|
||||
for (var i = 0; i < objectCorners.Length; i++) // For each corner in rectTransform
|
||||
{
|
||||
tempScreenSpaceCorner = camera.WorldToScreenPoint(objectCorners[i]); // Transform world space position of corner to screen space
|
||||
if (screenBounds.Contains(tempScreenSpaceCorner)) // If the corner is inside the screen
|
||||
{
|
||||
visibleCorners++;
|
||||
}
|
||||
}
|
||||
return visibleCorners;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if this RectTransform is fully visible from the specified camera.
|
||||
/// Works by checking if each bounding box corner of this RectTransform is inside the cameras screen space view frustrum.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> if is fully visible from the specified camera; otherwise, <c>false</c>.</returns>
|
||||
/// <param name="rectTransform">Rect transform.</param>
|
||||
/// <param name="camera">Camera.</param>
|
||||
public static bool IsFullyVisibleFrom(this RectTransform rectTransform, Camera camera)
|
||||
{
|
||||
return CountCornersVisibleFrom(rectTransform, camera) == 4; // True if all 4 corners are visible
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if this RectTransform is at least partially visible from the specified camera.
|
||||
/// Works by checking if any bounding box corner of this RectTransform is inside the cameras screen space view frustrum.
|
||||
/// </summary>
|
||||
/// <returns><c>true</c> if is at least partially visible from the specified camera; otherwise, <c>false</c>.</returns>
|
||||
/// <param name="rectTransform">Rect transform.</param>
|
||||
/// <param name="camera">Camera.</param>
|
||||
public static bool IsVisibleFrom(this RectTransform rectTransform, Camera camera)
|
||||
{
|
||||
return CountCornersVisibleFrom(rectTransform, camera) > 0; // True if any corners are visible
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/RendererExtensions.cs.meta
Normal file
11
Assets/Plugins/Starpelly/RendererExtensions.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e8273052806a5334cbf581670753ee77
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
111
Assets/Plugins/Starpelly/ScreenUtility.cs
Normal file
111
Assets/Plugins/Starpelly/ScreenUtility.cs
Normal file
|
@ -0,0 +1,111 @@
|
|||
using UnityEngine;
|
||||
|
||||
public static class ScreenUtility
|
||||
{
|
||||
public static Camera camera;
|
||||
|
||||
public static float Left
|
||||
{
|
||||
get
|
||||
{
|
||||
if (camera)
|
||||
return camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
|
||||
|
||||
if (Camera.main)
|
||||
return Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static float Right
|
||||
{
|
||||
get
|
||||
{
|
||||
if (camera)
|
||||
return camera.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
|
||||
|
||||
if (Camera.main)
|
||||
return Camera.main.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static float Top
|
||||
{
|
||||
get
|
||||
{
|
||||
if (camera)
|
||||
return camera.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
|
||||
|
||||
if (Camera.main)
|
||||
return Camera.main.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static float Bottom
|
||||
{
|
||||
get
|
||||
{
|
||||
if (camera)
|
||||
return camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
|
||||
|
||||
if (Camera.main)
|
||||
return Camera.main.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector3 Center
|
||||
{
|
||||
get
|
||||
{
|
||||
if (camera)
|
||||
return camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));
|
||||
|
||||
if (Camera.main)
|
||||
return Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0f));
|
||||
|
||||
return Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool ScreenContainsPoint(Vector3 worldPosition)
|
||||
{
|
||||
return Camera.main.rect.Contains(Camera.main.WorldToViewportPoint(worldPosition));
|
||||
}
|
||||
|
||||
public static void ConstrainCamera(Camera camera, Bounds bounds)
|
||||
{
|
||||
float left = camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).x;
|
||||
float right = camera.ViewportToWorldPoint(new Vector3(1.0f, 0f, 0f)).x;
|
||||
float top = camera.ViewportToWorldPoint(new Vector3(0f, 1.0f, 0f)).y;
|
||||
float bottom = camera.ViewportToWorldPoint(new Vector3(0f, 0f, 0f)).y;
|
||||
|
||||
if (top > bounds.max.y)
|
||||
{
|
||||
float topDiff = bounds.max.y - top;
|
||||
camera.transform.position += new Vector3(0, topDiff, 0);
|
||||
}
|
||||
else if (bottom < bounds.min.y)
|
||||
{
|
||||
float botDiff = bounds.min.y - bottom;
|
||||
camera.transform.position += new Vector3(0, botDiff, 0);
|
||||
}
|
||||
|
||||
if (right > bounds.max.x)
|
||||
{
|
||||
float rightDiff = bounds.max.x - right;
|
||||
camera.transform.position += new Vector3(rightDiff, 0, 0);
|
||||
}
|
||||
else if (left < bounds.min.x)
|
||||
{
|
||||
float leftDiff = bounds.min.x - left;
|
||||
camera.transform.position += new Vector3(leftDiff, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Plugins/Starpelly/ScreenUtility.cs.meta
Normal file
11
Assets/Plugins/Starpelly/ScreenUtility.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8ef77a2b31ced114793835fcc91d9e34
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly/Shaders.meta
Normal file
8
Assets/Plugins/Starpelly/Shaders.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f189f8c5d2787e84694d7f3a2be16a20
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Plugins/Starpelly/Shaders/Blend Modes.meta
Normal file
8
Assets/Plugins/Starpelly/Shaders/Blend Modes.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0ad209f05754ddf4a96bf4e0e02b9228
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Add.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Add.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/Add"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = Add(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0ae724cf80d801b43b140517e4bbb12f
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: edc6b21aef727c14bb42932e92c7be29
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,233 @@
|
|||
#ifndef PHOTOSHOP_BLENDMODES_INCLUDED
|
||||
#define PHOTOSHOP_BLENDMODES_INCLUDED
|
||||
|
||||
//
|
||||
// Ported from https://www.shadertoy.com/view/XdS3RW
|
||||
//
|
||||
// Original License:
|
||||
//
|
||||
// Creative Commons CC0 1.0 Universal (CC-0)
|
||||
//
|
||||
// 25 of the layer blending modes from Photoshop.
|
||||
//
|
||||
// The ones I couldn't figure out are from Nvidia's advanced blend equations extension spec -
|
||||
// http://www.opengl.org/registry/specs/NV/blend_equation_advanced.txt
|
||||
//
|
||||
// ~bj.2013
|
||||
//
|
||||
|
||||
// Helpers
|
||||
|
||||
const fixed3 l = fixed3(0.3, 0.59, 0.11);
|
||||
|
||||
/** @private */
|
||||
float pinLight(float s, float d)
|
||||
{
|
||||
return (2.0*s - 1.0 > d) ? 2.0*s - 1.0 : (s < 0.5 * d) ? 2.0*s : d;
|
||||
}
|
||||
|
||||
/** @private */
|
||||
float vividLight(float s, float d)
|
||||
{
|
||||
return (s < 0.5) ? 1.0 - (1.0 - d) / (2.0 * s) : d / (2.0 * (1.0 - s));
|
||||
}
|
||||
|
||||
/** @private */
|
||||
float hardLight(float s, float d)
|
||||
{
|
||||
return (s < 0.5) ? 2.0*s*d : 1.0 - 2.0*(1.0 - s)*(1.0 - d);
|
||||
}
|
||||
|
||||
/** @private */
|
||||
float softLight(float s, float d)
|
||||
{
|
||||
return (s < 0.5) ? d - (1.0 - 2.0*s)*d*(1.0 - d)
|
||||
: (d < 0.25) ? d + (2.0*s - 1.0)*d*((16.0*d - 12.0)*d + 3.0)
|
||||
: d + (2.0*s - 1.0) * (sqrt(d) - d);
|
||||
}
|
||||
|
||||
/** @private */
|
||||
float overlay( float s, float d )
|
||||
{
|
||||
return (d < 0.5) ? 2.0*s*d : 1.0 - 2.0*(1.0 - s)*(1.0 - d);
|
||||
}
|
||||
|
||||
// rgb<-->hsv functions by Sam Hocevar
|
||||
// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
|
||||
/** @private */
|
||||
fixed3 rgb2hsv(fixed3 c)
|
||||
{
|
||||
fixed4 K = fixed4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
fixed4 p = lerp(fixed4(c.bg, K.wz), fixed4(c.gb, K.xy), step(c.b, c.g));
|
||||
fixed4 q = lerp(fixed4(p.xyw, c.r), fixed4(c.r, p.yzx), step(p.x, c.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return fixed3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||||
}
|
||||
|
||||
/** @private */
|
||||
fixed3 hsv2rgb(fixed3 c)
|
||||
{
|
||||
fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
|
||||
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
// Public API Blend Modes
|
||||
|
||||
fixed3 ColorBurn(fixed3 s, fixed3 d)
|
||||
{
|
||||
return 1.0 - (1.0 - d) / s;
|
||||
}
|
||||
|
||||
fixed3 LinearBurn(fixed3 s, fixed3 d )
|
||||
{
|
||||
return s + d - 1.0;
|
||||
}
|
||||
|
||||
fixed3 DarkerColor(fixed3 s, fixed3 d)
|
||||
{
|
||||
return (s.x + s.y + s.z < d.x + d.y + d.z) ? s : d;
|
||||
}
|
||||
|
||||
fixed3 Lighten(fixed3 s, fixed3 d)
|
||||
{
|
||||
return max(s, d);
|
||||
}
|
||||
|
||||
fixed3 Screen(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s + d - s * d;
|
||||
}
|
||||
|
||||
fixed3 ColorDodge(fixed3 s, fixed3 d)
|
||||
{
|
||||
return d / (1.0 - s);
|
||||
}
|
||||
|
||||
fixed3 LinearDodge(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s + d;
|
||||
}
|
||||
|
||||
fixed3 LighterColor(fixed3 s, fixed3 d)
|
||||
{
|
||||
return (s.x + s.y + s.z > d.x + d.y + d.z) ? s : d;
|
||||
}
|
||||
|
||||
fixed3 Overlay(fixed3 s, fixed3 d)
|
||||
{
|
||||
fixed3 c;
|
||||
c.x = overlay(s.x, d.x);
|
||||
c.y = overlay(s.y, d.y);
|
||||
c.z = overlay(s.z, d.z);
|
||||
return c;
|
||||
}
|
||||
|
||||
fixed3 SoftLight(fixed3 s, fixed3 d)
|
||||
{
|
||||
fixed3 c;
|
||||
c.x = softLight(s.x, d.x);
|
||||
c.y = softLight(s.y, d.y);
|
||||
c.z = softLight(s.z, d.z);
|
||||
return c;
|
||||
}
|
||||
|
||||
fixed3 HardLight(fixed3 s, fixed3 d)
|
||||
{
|
||||
fixed3 c;
|
||||
c.x = hardLight(s.x, d.x);
|
||||
c.y = hardLight(s.y, d.y);
|
||||
c.z = hardLight(s.z, d.z);
|
||||
return c;
|
||||
}
|
||||
|
||||
fixed3 VividLight(fixed3 s, fixed3 d)
|
||||
{
|
||||
fixed3 c;
|
||||
c.x = vividLight(s.x, d.x);
|
||||
c.y = vividLight(s.y, d.y);
|
||||
c.z = vividLight(s.z, d.z);
|
||||
return c;
|
||||
}
|
||||
|
||||
fixed3 LinearLight(fixed3 s, fixed3 d)
|
||||
{
|
||||
return 2.0*s + d - 1.0;
|
||||
}
|
||||
|
||||
fixed3 PinLight(fixed3 s, fixed3 d)
|
||||
{
|
||||
fixed3 c;
|
||||
c.x = pinLight(s.x, d.x);
|
||||
c.y = pinLight(s.y, d.y);
|
||||
c.z = pinLight(s.z, d.z);
|
||||
return c;
|
||||
}
|
||||
|
||||
fixed3 HardMix(fixed3 s, fixed3 d)
|
||||
{
|
||||
return floor(s+d);
|
||||
}
|
||||
|
||||
fixed3 Difference(fixed3 s, fixed3 d)
|
||||
{
|
||||
return abs(d-s);
|
||||
}
|
||||
|
||||
fixed3 Exclusion(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s + d - 2.0*s*d;
|
||||
}
|
||||
|
||||
fixed3 Subtract(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s-d;
|
||||
}
|
||||
|
||||
fixed3 Divide(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s/d;
|
||||
}
|
||||
|
||||
fixed3 Add(fixed3 s, fixed3 d)
|
||||
{
|
||||
return s+d;
|
||||
}
|
||||
|
||||
fixed3 Hue(fixed3 s, fixed3 d)
|
||||
{
|
||||
d = rgb2hsv(d);
|
||||
d.x = rgb2hsv(s).x;
|
||||
return hsv2rgb(d);
|
||||
}
|
||||
|
||||
fixed3 Color(fixed3 s, fixed3 d)
|
||||
{
|
||||
s = rgb2hsv(s);
|
||||
s.z = rgb2hsv(d).z;
|
||||
return hsv2rgb(s);
|
||||
}
|
||||
|
||||
fixed3 Saturation(fixed3 s, fixed3 d)
|
||||
{
|
||||
d = rgb2hsv(d);
|
||||
d.y = rgb2hsv(s).y;
|
||||
return hsv2rgb(d);
|
||||
}
|
||||
|
||||
fixed3 Luminosity(fixed3 s, fixed3 d)
|
||||
{
|
||||
float dLum = dot(d, l);
|
||||
float sLum = dot(s, l);
|
||||
float lum = sLum - dLum;
|
||||
fixed3 c = d + lum;
|
||||
float minC = min(min(c.x, c.y), c.z);
|
||||
float maxC = max(max(c.x, c.y), c.z);
|
||||
if(minC < 0.0) return sLum + ((c - sLum) * sLum) / (sLum - minC);
|
||||
else if(maxC > 1.0) return sLum + ((c - sLum) * (1.0 - sLum)) / (maxC - sLum);
|
||||
else return c;
|
||||
}
|
||||
|
||||
#endif // PHOTOSHOP_BLENDMODES_INCLUDED
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: eb4ec4a0e81584343b972b2a25f96bc2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Color.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Color.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/Color"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = Color(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bb85841f8c67d2442b800ab4be4ecae5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/ColorBurn.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/ColorBurn.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/ColorBurn"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = ColorBurn(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da5b85daa127ed043af5579d10e6e49d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/ColorDodge.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/ColorDodge.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/ColorDodge"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = ColorDodge(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a1c1848ac45b3724483467a3f2f10326
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/DarkerColor.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/DarkerColor.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/DarkerColor"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = DarkerColor(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d0090e6d378db134baa8c6bf62a4a607
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Difference.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Difference.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/Difference"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = Difference(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 74ccff3d254d9644fa54c55127b3646d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Divide.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Divide.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/Divide"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = Divide(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 075fe556031b1174e8d6ca9369753b6d
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Exclusion.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/Exclusion.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/Exclusion"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = Exclusion(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d292d32bbf4832745a23aa6a3a06b1de
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/HardLight.shader
Normal file
106
Assets/Plugins/Starpelly/Shaders/Blend Modes/HardLight.shader
Normal file
|
@ -0,0 +1,106 @@
|
|||
Shader "Blendmodes/HardLight"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Properties)]
|
||||
_MainTex ("Blend Texture", 2D) = "white" {}
|
||||
_Tint1 ("Tint on Texture", Color) = (1,1,1,0)
|
||||
_Tint2 ("Tint on Blended Result", Color) = (1,1,1,0)
|
||||
_Alpha ("Opacity of Blended Result", Range(0.0, 1.0)) = 1.0
|
||||
|
||||
//blending
|
||||
|
||||
[Header(Blending)]
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Blend mode Source", Int) = 5
|
||||
[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Blend mode Destination", Int) = 10
|
||||
|
||||
// required for UI.Mask
|
||||
[Header(Stencil)]
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
[Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Blend [_BlendSrc] [_BlendDst]
|
||||
|
||||
// required for UI.Mask
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
GrabPass
|
||||
{
|
||||
"_BackgroundTexture"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "CGIncludes/PhotoshopBlendModes.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 bguv : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _MainTex_ST;
|
||||
fixed4 _Tint1;
|
||||
fixed4 _Tint2;
|
||||
fixed _Alpha;
|
||||
|
||||
sampler2D _BackgroundTexture;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.color = v.color;
|
||||
o.bguv = ComputeGrabScreenPos(o.vertex);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 mainColor = tex2D(_BackgroundTexture, i.bguv);
|
||||
fixed4 blendColor = tex2D(_MainTex, i.uv) * i.color;
|
||||
blendColor.xyz += _Tint1.xyz * _Tint1.a;
|
||||
|
||||
|
||||
// perform blend
|
||||
mainColor.xyz = HardLight(mainColor.xyz, blendColor.xyz);
|
||||
mainColor.xyz += _Tint2.xyz * _Tint2.a;
|
||||
mainColor.a = blendColor.a * _Alpha;
|
||||
|
||||
return mainColor;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fe63576204204b1428a23c825667e2a9
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue