commit 4ac4f98be3aa59c1b9bce5df9dbc6bb4ada3157c Author: wulongxiao <2545507770@qq.com> Date: Mon Dec 2 09:37:47 2024 +0800 demo diff --git a/mycj/.gitignore b/mycj/.gitignore new file mode 100644 index 0000000..0210746 --- /dev/null +++ b/mycj/.gitignore @@ -0,0 +1,36 @@ +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +Assets/AssetStoreTools* + +# Visual Studio cache directory +.vs/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.opendb + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta + +# Unity3D Generated File On Crash Reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage diff --git a/mycj/.vsconfig b/mycj/.vsconfig new file mode 100644 index 0000000..f019fd0 --- /dev/null +++ b/mycj/.vsconfig @@ -0,0 +1,6 @@ +{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/mycj/Assets/Editor.meta b/mycj/Assets/Editor.meta new file mode 100644 index 0000000..08d943d --- /dev/null +++ b/mycj/Assets/Editor.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 69e720cef37576a47a6287bcd02d6d72 +folderAsset: yes +timeCreated: 1537231161 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Editor/MapEditor.cs b/mycj/Assets/Editor/MapEditor.cs new file mode 100644 index 0000000..d5c6f42 --- /dev/null +++ b/mycj/Assets/Editor/MapEditor.cs @@ -0,0 +1,158 @@ +// Felix-Bang:MapEditor +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:地图编辑器 +// Createtime:2018/9/25 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using FBApplication; +using System.IO; +using System; + +namespace FBEditor +{ + [CustomEditor(typeof(FBMap))] + public class MapEditor : Editor + { + [HideInInspector] + public FBMap Map=null; + /// 关卡列表 + List f_files = new List(); + /// 当前编辑的关卡索引号 + int f_selectInfoIndex = -1; + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + if (Application.isPlaying) + { + // 关联目标 为Map赋值 + Map = target as FBMap; + + // 第一行按钮 + EditorGUILayout.BeginHorizontal(); + //LoadLevelFiles(); + int currentIndex = EditorGUILayout.Popup(f_selectInfoIndex, GetNames(f_files)); + if (currentIndex != f_selectInfoIndex) + { + f_selectInfoIndex = currentIndex; + //加载关卡 + LoadLevel(); + } + + if (GUILayout.Button("读取列表")) + { + LoadLevelFiles(); + } + EditorGUILayout.EndHorizontal(); + + // 第二行按钮 + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("清空塔点")) + Map.ClearHolder(); + + if (GUILayout.Button("清空路径")) + Map.ClearRoad(); + EditorGUILayout.EndHorizontal(); + + // 第三行按钮 + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("保存数据")) + SaveLevel(); + EditorGUILayout.EndHorizontal(); + } + + if (GUI.changed) + EditorUtility.SetDirty(target); + } + + private string[] GetNames(List files) + { + List names = new List(); + foreach (FileInfo file in files) + names.Add(file.Name); + + return names.ToArray(); + } + + private void LoadLevel() + { + FileInfo file = f_files[f_selectInfoIndex]; + FBLevel level = new FBLevel(); + FBTools.FillLevel(file.FullName, ref level); + Map.LoadLevel(level); + } + + private void LoadLevelFiles() + { + Clear(); + f_files = FBTools.GetLevelFiles(); + if (f_files.Count > 0) + { + f_selectInfoIndex = 0; + LoadLevel(); + } + } + + private void SaveLevel() + { + //获取当前加载的关卡 + FBLevel level = Map.Level; + + //临时索引点 + List list = null; + + //收集塔点 + list = new List(); + for (int i = 0; i < Map.Grids.Count; i++) + { + FBGrid g = Map.Grids[i]; + if (g.CanHold) + { + FBCoords c = new FBCoords(g.Index_X,g.Index_Y); + list.Add(c); + } + 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a/mycj/Assets/Game/Scripts/Application.meta b/mycj/Assets/Game/Scripts/Application.meta new file mode 100644 index 0000000..210e715 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8edd9faa13763c248b441f22c1fbfa9d +folderAsset: yes +timeCreated: 1537231369 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/01Modle.meta b/mycj/Assets/Game/Scripts/Application/01Modle.meta new file mode 100644 index 0000000..38b5e7b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/01Modle.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: bbe7ab623248bfc42a046e521a4d521f +folderAsset: yes +timeCreated: 1537231490 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs b/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs new file mode 100644 index 0000000..73d65e8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs @@ -0,0 +1,148 @@ +// Felix-Bang:FBGameModel +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:游戏数据的读取/储存 +// Createtime:2018/10/11 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using System.IO; +using System; + +namespace FBApplication +{ + public class FBGameModel : FBModel + { + #region 字段 + //所有关卡 + List f_levels = new List(); + //当前关卡索引 + int f_playLevelIndex = -1; + //最大通关关卡索引 + int f_gameProgressIndex = -1; + //游戏当前分数 + int f_gold = 0; + //是否游戏中 + bool f_isPlaying = false; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.M_GameModel; } + } + + public List AllLevels + { + get { return f_levels; } + } + + public int LevelCount + { + get { return f_levels.Count; } + } + + public bool IsPassed + { + get { return f_gameProgressIndex > LevelCount-1; } + } + + public FBLevel PlayLevel + { + get + { + if (f_playLevelIndex < 0 || f_playLevelIndex > f_levels.Count-1) + throw new IndexOutOfRangeException("关卡不存在"); + else + return f_levels[f_playLevelIndex]; + } + } + + public int Gold + { + get { return f_gold; } + set { f_gold = value; } + } + + public bool IsPlaying + { + get { return f_isPlaying; } + set { f_isPlaying = value; } + } + + public int GameProgressIndex + { + get { return f_gameProgressIndex; } + } + + public int PlayLevelIndex + { + get { return f_playLevelIndex; } + set { f_playLevelIndex = value; } + } + #endregion + + + #region 方法 + //初始化 + public void OnInitialized() + { + //构建Level集合 + List files = FBTools.GetLevelFiles(); + + for (int i = 0; i < files.Count; i++) + { + FBLevel level = new FBLevel(); + FBTools.FillLevel(files[i].FullName, ref level); + f_levels.Add(level); + } + + //读取游戏进度 + f_gameProgressIndex = FBSaver.GetProgress(); + + } + + public void StartLevel(int levelIndex) + { + f_playLevelIndex = levelIndex; + } + + public void StoptLevel(bool isWin) + { + if (isWin && PlayLevelIndex > GameProgressIndex) + { + //更新进度 + f_gameProgressIndex = PlayLevelIndex; + //保存进度 + FBSaver.SetProgress(PlayLevelIndex); + } + + f_isPlaying = false; + } + + //清档 + public void ClearProgress() + { + f_isPlaying = false; + f_playLevelIndex = -1; + f_gameProgressIndex = -1; + FBSaver.SetProgress(-1); + } + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs.meta b/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs.meta new file mode 100644 index 0000000..2933f70 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/01Modle/FBGameModel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4cb979413fa657444b4ee84a0ea0548a +timeCreated: 1539241598 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs b/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs new file mode 100644 index 0000000..e9fe80d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs @@ -0,0 +1,127 @@ +// Felix-Bang:FBRoundModel +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBRoundModel : FBModel + { + + #region 常量 + private const float f_roundInterval = 3f; //回合之间的间隔时间 3秒 + private const float f_spawnInterval = 1f; //两怪物出生间隔 1秒 + #endregion + + #region 字段 + private List f_rounds = new List(); + private int f_roundIndex = -1; //当前回合的索引 + private bool f_allRoundsComplete = false; //是否所有怪物都出来 + private Coroutine f_coroutine; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.M_RoundModel; } + } + + /// 回合索引 + public int RoundIndex + { + get { return f_roundIndex; } + } + + /// 总回合数 + public int RoundTotal + { + get { return f_rounds.Count; } + } + + /// 所有回合是否完成 + public bool AllRoundComplete + { + get { return f_allRoundsComplete; } + } + #endregion + + #region 方法 + public void LoadLevel(FBLevel level) + { + f_rounds = level.Rounds; + } + + public void StartRound() + { + f_coroutine = FBGame.Instance.StartCoroutine(RunRound()); + } + + public void StopRound() + { + FBGame.Instance.StopCoroutine(f_coroutine); + } + + IEnumerator RunRound() + { + f_roundIndex = -1; + f_allRoundsComplete = false; + + for (int i = 0; i < f_rounds.Count; i++) + { + f_roundIndex = i; + + //回合开始 + FBRoundStartArgs e = new FBRoundStartArgs + { + RoundIndex = f_roundIndex, + RoundTotal = RoundTotal + }; + SendEvent(FBConsts.E_RoundStart, e); + + FBRound round = f_rounds[i]; + for (int k = 0; k < round.Count; k++) + { + //出怪间隔 + yield return new WaitForSeconds(f_spawnInterval); + + //出怪事件 + FBSpawnMonsterArgs spawnArgs = new FBSpawnMonsterArgs + { + MonsterID = round.MonsterID + }; + SendEvent(FBConsts.E_SpawnMonster,spawnArgs); + + if (i == f_rounds.Count -1 && k == round.Count - 1) + f_allRoundsComplete = true; + } + + //回合间隔 + if(!f_allRoundsComplete) + yield return new WaitForSeconds(f_roundInterval); + } + } + + + #endregion + + #region 帮助方法 + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs.meta b/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs.meta new file mode 100644 index 0000000..e53bd5d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/01Modle/FBRoundModel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ca267aec2cb5246408d9002d76b66ae9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View.meta b/mycj/Assets/Game/Scripts/Application/02View.meta new file mode 100644 index 0000000..f76f6c7 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 322387269c27df9449c95e5b9bb39140 +folderAsset: yes +timeCreated: 1537231501 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Complete.meta b/mycj/Assets/Game/Scripts/Application/02View/Complete.meta new file mode 100644 index 0000000..3818628 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Complete.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e41cf6c26f88ee342bb9f369459c8bb3 +folderAsset: yes +timeCreated: 1539077336 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs b/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs new file mode 100644 index 0000000..b8de504 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs @@ -0,0 +1,88 @@ +// Felix-Bang:FBUIComplete +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:通关 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUIComplete : FBView + { + #region + [SerializeField] + private Button btnRestart; + [SerializeField] + private Button btnClear; + #endregion + + #region 属性 + public override string Name + { + get + { + return FBConsts.V_Complete; + } + } + + #endregion + + #region Unity回调 + + + private void Start() + { + btnRestart.onClick.AddListener(OnRestartClick); + btnClear.onClick.AddListener(OnClearClick); + } + + + + #endregion + + #region 事件回调 + public override void RegisterEvents() + { + base.RegisterEvents(); + } + + public override void HandleEvent(string eventName, object data = null) + { + + } + #endregion + + #region 方法 + + private void OnRestartClick() + { + FBGame.Instance.LoadScene(1); + } + + private void OnClearClick() + { + FBGameModel gameModel = GetModel(); + gameModel.ClearProgress(); + } + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs.meta new file mode 100644 index 0000000..4975d1f --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Complete/FBUIComplete.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 653de9a746bd55042b3a3111fdf7afbd +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level.meta b/mycj/Assets/Game/Scripts/Application/02View/Level.meta new file mode 100644 index 0000000..8075c38 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6270cf0031a62494abedd2defb9006e0 +folderAsset: yes +timeCreated: 1539067831 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs new file mode 100644 index 0000000..0d2a24d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs @@ -0,0 +1,169 @@ +// Felix-Bang:FBUIBoard +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡-公告栏 +// Createtime:2018/9/28 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUIBoard : FBView + { + #region 字段 + [SerializeField] + private Text txtScore; + [SerializeField] + private Text txtCurrent; + [SerializeField] + private Text txtTotal; + [SerializeField] + private GameObject goRoundInfo; + [SerializeField] + private GameObject goPause; + [SerializeField] + private Button btnSpeed1; + [SerializeField] + private Button btnSpeed2; + [SerializeField] + private Button btnPause; + [SerializeField] + private Button btnPlay; + [SerializeField] + private Button btnSystem; + + private GameSpeed f_speed = GameSpeed.One; + private bool f_isPlaying = false; + private int f_gold = 0; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.V_Board; } + } + + public int Glod + { + get { return f_gold; } + set + { + f_gold = value; + txtScore.text = value.ToString(); + } + } + + public GameSpeed Speed + { + get { return f_speed; } + set + { + f_speed = value; + + btnSpeed1.gameObject.SetActive(f_speed == GameSpeed.One); + btnSpeed2.gameObject.SetActive(f_speed == GameSpeed.Two); + } + } + + public bool IsPlaying + { + get { return f_isPlaying; } + set + { + f_isPlaying = value; + goRoundInfo.SetActive(value); + goPause.SetActive(!value); + } + } + + #endregion + + #region Unity回调 + private void Awake() + { + Glod = 0; + IsPlaying = true; + Speed = GameSpeed.One; + } + + private void Start() + { + btnSpeed1.onClick.AddListener(OnSpeed1Click); + btnSpeed2.onClick.AddListener(OnSpeed2Click); + btnPause.onClick.AddListener(OnPauseClick); + btnPlay.onClick.AddListener(OnPlayClick); + btnSystem.onClick.AddListener(OnSystemClick); + } + #endregion + + #region 事件回调 + + public override void RegisterEvents() { } + + public override void HandleEvent(string eventName, object data = null) + {} + #endregion + + #region 方法 + private void OnSpeed1Click() + { + Speed = GameSpeed.Two; + } + + private void OnSpeed2Click() + { + Debug.Log("Two"); + Speed = GameSpeed.One; + } + + private void OnPauseClick() + { + IsPlaying = false; + } + + private void OnPlayClick() + { + IsPlaying = false; + } + + private void OnSystemClick() + { + + } + + private void UpdateRoundInfo(int currentRound,int total) + { + txtCurrent.text = currentRound.ToString("D2"); + txtTotal.text = total.ToString("D2"); + } + + #endregion + + #region 帮助方法 + #endregion + + + + + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs.meta new file mode 100644 index 0000000..fe0b963 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIBoard.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3b31e2897f6af334dadb1f91a4ea26c5 +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs new file mode 100644 index 0000000..bf33421 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs @@ -0,0 +1,103 @@ +// Felix-Bang:FBUICountDown +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡-倒计时 +// Createtime:2018/9/28 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUICountDown : FBView + { + #region 字段 + [SerializeField] + private Image imgCount; + [SerializeField] + private Sprite[] sptNumbers; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.V_CountDown; } + } + #endregion + + #region 事件回调 + public override void RegisterEvents() + { + EventLists.Add(FBConsts.E_SceneEnter); + } + + public override void HandleEvent(string eventName, object data = null) + { + switch (eventName) + { + case FBConsts.E_SceneEnter: + FBSceneArgs e = (FBSceneArgs)data; + if (e.Index == 3) + StartCountDown(); + break; + default: + break; + } + } + #endregion + + #region 方法 + private void Show() + { + gameObject.SetActive(true); + } + + private void Hide() + { + gameObject.SetActive(false); + } + + public void StartCountDown() + { + Show(); + StartCoroutine("DisplayCount"); + } + + IEnumerator DisplayCount() + { + int count = 3; + while (count > 0) + { + imgCount.sprite = sptNumbers[count - 1]; + count--; + yield return new WaitForSeconds(1f); + + if (count <= 0) + break; + } + + Hide(); + + SendEvent(FBConsts.E_CountDownComplete); + } + + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs.meta new file mode 100644 index 0000000..2a9171c --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUICountDown.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7af83b298332e584dba8c152bbcbd732 +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs new file mode 100644 index 0000000..6527011 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs @@ -0,0 +1,109 @@ +// Felix-Bang:FBUILost +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡-失败 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUILost : FBView + { + #region 字段 + [SerializeField] + private Text txtCurrent; + [SerializeField] + private Text txtTotal; + [SerializeField] + private Button btnRestart; + + #endregion + + #region 属性 + public override string Name + { + get + { + return FBConsts.V_Lost; + } + } + + #endregion + + #region Unity回调 + private void Awake() + { + UpdatteRoundInfo(0,0); + } + + private void Start() + { + btnRestart.onClick.AddListener(OnRestartClick); + } + + + #endregion + + #region 事件回调 + public override void HandleEvent(string eventName, object data = null) + { + + } + #endregion + + #region 方法 + private void OnRestartClick() + { + FBGameModel gameModel = GetModel(); + SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex }); + } + + public void Show() + { + gameObject.SetActive(true); + FBRoundModel roundModel = GetModel(); + UpdatteRoundInfo(roundModel.RoundIndex+1,roundModel.RoundTotal); + } + + private void Hide() + { + gameObject.SetActive(false); + } + + private void UpdatteRoundInfo(int currentRound,int totalRound) + { + txtCurrent.text = currentRound.ToString("D2"); + txtTotal.text = totalRound.ToString(); + } + + #endregion + + #region 帮助方法 + #endregion + + + + + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs.meta new file mode 100644 index 0000000..fa3ef74 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUILost.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: a4e0ce6f3d782594988cef4f8232e318 +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs new file mode 100644 index 0000000..6b82ff3 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs @@ -0,0 +1,193 @@ +// Felix-Bang:FBUISpawner +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:怪物孵化器 +// Createtime:2018/10/12 + +using FBFramework; +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBUISpawner : FBView + { + #region 字段 + FBMap f_map; + FBCarrot f_carrot = null; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.V_Spawner; } + } + #endregion + + #region 事件回调 + public override void RegisterEvents() + { + EventLists.Add(FBConsts.E_SceneEnter); + EventLists.Add(FBConsts.E_SpawnMonster); + EventLists.Add(FBConsts.E_SpawnTower); + } + + public override void HandleEvent(string eventName, object data = null) + { + switch (eventName) + { + case FBConsts.E_SceneEnter: + OnSpawnCarrot(data as FBSceneArgs); + break; + case FBConsts.E_SpawnMonster: + OnSpawnMonster(data as FBSpawnMonsterArgs); + break; + case FBConsts.E_SpawnTower: + OnSpawnTower(data as FBSpawnTowerArgs); + break; + default: + break; + } + } + + private void OnMapGridClick(object sender, FBGridClickEventArgs e) + { + FBGameModel game = GetModel(); + + //游戏还未开始,那么不操作菜单 + if (!game.IsPlaying) + return; + + //如果有菜单显示,那么隐藏菜单 + if (FBUITowerPopup.Instance.IsPopShow) + { + SendEvent(FBConsts.E_TowerHide); + return; + } + + FBGrid grid = e.Grid; + if (!grid.CanHold) + { + SendEvent(FBConsts.E_TowerHide); + return; + } + + if (grid.Data == null) + { + FBShowTowerCreatArgs args = new FBShowTowerCreatArgs() + { + Position = f_map.GetPosition(grid), + UpSide = grid.Index_Y < FBMap.RowCount / 2 + }; + SendEvent(FBConsts.E_ShowTowerCreat, args); + } + else + { + FBShowTowerUpgradeArgs args = new FBShowTowerUpgradeArgs() { Tower = grid.Data as FBTower }; + SendEvent(FBConsts.E_ShowTowerUpgrade, args); + } + } + #endregion + + #region 方法 + private void OnSpawnCarrot(FBSceneArgs args) + { + if (args.Index == 3) + { + f_map = GetComponent(); + f_map.OnFBGridClick += OnMapGridClick; + //获取数据 + FBGameModel gameModel = GetModel(); + f_map.LoadLevel(gameModel.PlayLevel); + + GameObject go = FBGame.Instance.ObjectPool.Spawn("Carrot"); + f_carrot = go.GetComponent(); + f_carrot.transform.position = f_map.Path[f_map.Path.Length - 1]; + f_carrot.DeadAction += CarrotDead; + } + } + + private void OnSpawnMonster(FBSpawnMonsterArgs args) + { + //创建怪物 + string monsterName = "Monster" + args.MonsterID; + + GameObject go= FBGame.Instance.ObjectPool.Spawn(monsterName); + FBMonster monster = go.GetComponent(); + monster.HPChangedAction += MonsterHPChanged; + monster.DeadAction += MonsterDead; + monster.ReachedAction += MonSterReched; + monster.OnLoad(f_map.Path); + } + + private void OnSpawnTower(FBSpawnTowerArgs args) + { + //创建Tower + FBTowerInfo info = FBGame.Instance.StaticData.GetTower(args.TowerID); + GameObject go = FBGame.Instance.ObjectPool.Spawn(info.PrefabName); + + FBTower tower = go.GetComponent(); + tower.transform.position = args.Position; + + //Tile里放入Tower信息 + FBGrid tile = f_map.GetGrid(args.Position); + + ////初始化Tower + tower.Load(args.TowerID, tile,f_map.MapRect); + + tile.Data = tower; + } + + private void MonsterHPChanged(int arg1, int arg2) + { + + } + + private void MonSterReched(FBMonster monster) + { + //萝卜掉血 + f_carrot.Damage(1); + //怪物死亡 + monster.HP = 0; + } + + private void MonsterDead(FBRole monster) + { + //回收 + FBGame.Instance.ObjectPool.Unspawn(monster.gameObject); + + GameObject[] monsters = GameObject.FindGameObjectsWithTag("Monster"); + FBRoundModel roundModel = GetModel(); + + // 萝卜没死 场景上已没有怪物 所有怪物已出完 + if (!f_carrot.IsDead && monsters.Length <= 0 && roundModel.AllRoundComplete) + { + FBGameModel gameModel = GetModel(); + //游戏胜利 + SendEvent(FBConsts.E_LevelEnd,new FBEndLevelArgs() { ID = gameModel.PlayLevelIndex,IsWin=true }); + } + } + + private void CarrotDead(FBRole carrot) + { + FBGame.Instance.ObjectPool.Unspawn(carrot.gameObject); + + FBGameModel gameModel = GetModel(); + SendEvent(FBConsts.E_LevelEnd, new FBEndLevelArgs() { ID = gameModel.PlayLevelIndex, IsWin = false }); + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs.meta new file mode 100644 index 0000000..88ff103 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d2ce118027c0664ea43efb9c2f00d50 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs new file mode 100644 index 0000000..92fefe6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs @@ -0,0 +1,110 @@ +// Felix-Bang:FBUISystem +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡-系统 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUISystem : FBView + { + + #region 常量 + #endregion + + #region 事件 + #endregion + + #region 字段 + [SerializeField] + private Button btnResume; + [SerializeField] + private Button btnRestart; + [SerializeField] + private Button btnSelect; + #endregion + + #region 属性 + public override string Name + { + get + { + return FBConsts.V_System; + } + } + + #endregion + + #region Unity回调 + + + private void Start() + { + btnResume.onClick.AddListener(OnResumeClick); + btnRestart.onClick.AddListener(OnRestartClick); + btnSelect.onClick.AddListener(OnSelectClick); + } + + + + #endregion + + #region 事件回调 + public override void HandleEvent(string eventName, object data = null) + { + + } + #endregion + + #region 方法 + + private void OnResumeClick() + { + + } + + private void OnRestartClick() + { + + } + + private void OnSelectClick() + { + + } + + private void Show() + { + gameObject.SetActive(true); + } + + private void Hide() + { + gameObject.SetActive(false); + } + + + + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs.meta new file mode 100644 index 0000000..1777fc2 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUISystem.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b6cdf32c1439fb6438e9836e6ada2be2 +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs new file mode 100644 index 0000000..3e9ce69 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs @@ -0,0 +1,123 @@ +// Felix-Bang:FBUIWin +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡-获胜 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using UnityEngine.UI; +using System; + +namespace FBApplication +{ + public class FBUIWin : FBView + { + #region 字段 + [SerializeField] + private Text txtCurrent; + [SerializeField] + private Text txtTotal; + [SerializeField] + private Button btnRestart; + [SerializeField] + private Button btnContinute; + #endregion + + #region 属性 + public override string Name + { + get + { + return FBConsts.V_Win; + } + } + + #endregion + + #region Unity回调 + private void Awake() + { + UpdatteRoundInfo(0,0); + } + + private void Start() + { + btnRestart.onClick.AddListener(OnRestartClick); + btnContinute.onClick.AddListener(OnContinuteClick); + } + + + #endregion + + #region 事件回调 + public override void HandleEvent(string eventName, object data = null) + { + + } + #endregion + + #region 方法 + private void OnRestartClick() + { + FBGameModel gameModel = GetModel(); + SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex }); + } + + private void OnContinuteClick() + { + FBGameModel gameModel = GetModel(); + if (gameModel.PlayLevelIndex >= gameModel.LevelCount - 1) + { + //游戏通关 + FBGame.Instance.LoadScene(4); + } + else + SendEvent(FBConsts.E_LevelStart, new FBStartLevelArgs() { ID = gameModel.PlayLevelIndex + 1 }); //开始下一关卡 + } + + public void Show() + { + gameObject.SetActive(true); + FBRoundModel roundModel = GetModel(); + UpdatteRoundInfo(roundModel.RoundIndex + 1, roundModel.RoundTotal); + } + + private void Hide() + { + gameObject.SetActive(false); + } + + private void UpdatteRoundInfo(int currentRound,int totalRound) + { + txtCurrent.text = currentRound.ToString("D2"); + txtTotal.text = totalRound.ToString(); + } + + #endregion + + #region 帮助方法 + #endregion + + + + + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs.meta new file mode 100644 index 0000000..0d1c5a0 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/FBUIWin.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8f8f5dc192997164289394496ee40898 +timeCreated: 1538096377 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup.meta new file mode 100644 index 0000000..5791300 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eea314f47acbb8d4395b76b2c82cbec6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs new file mode 100644 index 0000000..99f2e05 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs @@ -0,0 +1,45 @@ +// Felix-Bang:FBSellIcon +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:出售Icon +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSellIcon : MonoBehaviour + { + #region 字段 + FBTower f_tower; + #endregion + + #region Unity回调 + private void OnMouseDown() + { + SendMessageUpwards("OnSellTower", f_tower, SendMessageOptions.RequireReceiver); + } + #endregion + + #region 方法 + public void Load(FBTower tower) + { + f_tower = tower; + } + #endregion + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs.meta new file mode 100644 index 0000000..d5e30b4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSellIcon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 214b5c9e29478f849a525340ea69df19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs new file mode 100644 index 0000000..a94e147 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs @@ -0,0 +1,56 @@ +// Felix-Bang:FBSpawnPanel +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:创建炮塔 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSpawnPanel : MonoBehaviour + { + #region 字段 + FBTowerIcon[] f_icons; + #endregion + + #region Unity回调 + void Awake () + { + f_icons = GetComponentsInChildren(); + } + #endregion + + #region 方法 + public void Show(FBGameModel gm, Vector3 createPosition, bool upSide) + { + transform.position = createPosition; + for (int i = 0; i < f_icons.Length; i++) + { + FBTowerInfo info = FBGame.Instance.StaticData.GetTower(i); + f_icons[i].Load(gm, info, createPosition, upSide); + } + gameObject.SetActive(true); + } + + public void Hide() + { + gameObject.SetActive(false); + } + #endregion + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs.meta new file mode 100644 index 0000000..7f45729 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBSpawnPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: facfd014f9beb024d83a6fbfebd0083d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs new file mode 100644 index 0000000..8a338be --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs @@ -0,0 +1,68 @@ +// Felix-Bang:FBTowerIcon +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:炮塔Icon +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBTowerIcon : MonoBehaviour + { + #region 字段 + SpriteRenderer f_render; + FBTowerInfo f_towerInfo; + Vector3 f_creatPos; + bool f_enough = false; //玩家的金币是否足够买该塔 + #endregion + + #region Unity回调 + void Awake () + { + f_render = GetComponent(); + } + + private void OnMouseDown() + { + if (!f_enough) + return; + + int id = f_towerInfo.ID; + Vector3 pos = f_creatPos; + object[] args = { id, pos }; + + SendMessageUpwards("OnSpawnTower",args,SendMessageOptions.RequireReceiver); + } + #endregion + + #region 方法 + public void Load(FBGameModel game,FBTowerInfo info,Vector3 creatPos,bool upSide) + { + f_towerInfo = info; + f_creatPos = creatPos; + //f_enough = game.Gold > info.BasePrice; + f_enough = true; + string path= "Res/Roles/" + (f_enough ? info.NormalIcon : info.DisabledIcon); + f_render.sprite = Resources.Load(path); + + Vector3 pos = transform.localPosition; + pos.y = upSide ? Mathf.Abs(pos.y) : -Mathf.Abs(pos.y); + transform.localPosition = pos; + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs.meta new file mode 100644 index 0000000..8078f92 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBTowerIcon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 94554cdc827555a44bdd5d6681a92a12 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs new file mode 100644 index 0000000..d6938f4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs @@ -0,0 +1,137 @@ +// Felix-Bang:FBUITowerPopup +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:炮塔管理界面 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBUITowerPopup : FBView + { + #region 字段 + [SerializeField] + private FBSpawnPanel f_spawnPanel; + [SerializeField] + private FBUpgadePanel f_upgadePanel; + #endregion + + #region 属性 + private static FBUITowerPopup f_Instance = null; + public static FBUITowerPopup Instance + { + get + { + return f_Instance; + } + } + + public override string Name + { + get { return FBConsts.V_TowerPopup; } + } + + public bool IsPopShow + { + get + { + foreach (Transform child in transform) + { + if (child.gameObject.activeSelf) + return true; + } + return false; + } + } + #endregion + + #region 事件回调 + void Awake() + { + f_Instance = this; + } + + void Start() + { + HideAllPanels(); + } + + + public override void RegisterEvents() + { + EventLists.Add(FBConsts.E_ShowTowerCreat); + EventLists.Add(FBConsts.E_ShowTowerUpgrade); + EventLists.Add(FBConsts.E_TowerHide); + } + + public override void HandleEvent(string eventName, object data = null) + { + switch (eventName) + { + case FBConsts.E_ShowTowerCreat: + ShowCreatePanel(data as FBShowTowerCreatArgs); + break; + case FBConsts.E_ShowTowerUpgrade: + ShowUpgradePanel(data as FBShowTowerUpgradeArgs); + break; + case FBConsts.E_TowerHide: + HideAllPanels(); + break; + } + } + + void OnSpawnTower(object[] args) + { + SendEvent(FBConsts.E_SpawnTower,new FBSpawnTowerArgs() { TowerID =(int)args[0],Position=(Vector3)args[1]}); + } + + void OnUpgradeTower(FBTower tower) + { + SendEvent(FBConsts.E_UpgradeTower, new FBUpgradeTowerArgs() { Tower = tower }); + } + + void OnSellTower(FBTower tower) + { + SendEvent(FBConsts.E_SellTower, new FBSellTowerArgs() { Tower = tower }); + } + + #endregion + + #region 方法 + void ShowCreatePanel(FBShowTowerCreatArgs args) + { + HideAllPanels(); + FBGameModel gm = GetModel(); + f_spawnPanel.Show(gm, args.Position, args.UpSide); + } + + void ShowUpgradePanel(FBShowTowerUpgradeArgs args) + { + HideAllPanels(); + FBGameModel gm = GetModel(); + f_upgadePanel.Show(gm, args.Tower); + } + + void HideAllPanels() + { + f_spawnPanel.Hide(); + f_upgadePanel.Hide(); + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs.meta new file mode 100644 index 0000000..b7c2d05 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUITowerPopup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7420a207aab12d646ae70c1d23ece1d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs new file mode 100644 index 0000000..5a1c7f2 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs @@ -0,0 +1,57 @@ +// Felix-Bang:FBUpgadePanel +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:升级/出售炮塔 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBUpgadePanel : MonoBehaviour + { + #region 字段 + FBUpgradeIcon f_upgradeIcon; + FBSellIcon f_sellIcon; + #endregion + + #region Unity回调 + void Awake() + { + f_upgradeIcon = GetComponentInChildren(); + f_sellIcon = GetComponentInChildren(); + } + #endregion + + #region 方法 + public void Show(FBGameModel gm, FBTower tower) + { + transform.position = tower.transform.position; + + f_upgradeIcon.Load(gm, tower); + f_sellIcon.Load(tower); + gameObject.SetActive(true); + } + + public void Hide() + { + gameObject.SetActive(false); + } + #endregion + + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs.meta new file mode 100644 index 0000000..0146a04 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgadePanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6354cd89d397c424ba3984b05f742929 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs new file mode 100644 index 0000000..e9cac76 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs @@ -0,0 +1,58 @@ +// Felix-Bang:FBUpgradeIcon +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:升级Icon +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBUpgradeIcon : MonoBehaviour + { + #region 字段 + SpriteRenderer f_render; + FBTower f_tower; + #endregion + + + #region Unity回调 + void Awake () + { + f_render = GetComponent(); + } + + void OnMouseDown() + { + if (f_tower.IsTopLevel) + return; + + SendMessageUpwards("OnUpgradeTower", f_tower, SendMessageOptions.RequireReceiver); + } + #endregion + + #region 方法 + public void Load(FBGameModel game, FBTower tower) + { + f_tower = tower; + + FBTowerInfo info = FBGame.Instance.StaticData.GetTower(tower.ID); + string path = "Res/Roles/" + (tower.IsTopLevel ? info.NormalIcon : info.DisabledIcon); + f_render.sprite = Resources.Load(path); + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs.meta new file mode 100644 index 0000000..03b6047 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Level/TpwerPopup/FBUpgradeIcon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d8dbca7490e3fe4387d529894242df8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Select.meta b/mycj/Assets/Game/Scripts/Application/02View/Select.meta new file mode 100644 index 0000000..57d0dd4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Select.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 53a1c8dc83496e04fb0dbbf6273a27d6 +folderAsset: yes +timeCreated: 1539067893 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs new file mode 100644 index 0000000..d9c4fe6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs @@ -0,0 +1,91 @@ +// Felix-Bang:FBUICard +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; +using System; + +namespace FBApplication +{ + public class FBUICard : MonoBehaviour,IPointerDownHandler + { + //点击事件 + public event Action OnClickAction; + [SerializeField] + private Image imgCard; + [SerializeField] + private Image imgLock; + //卡片属性 + private FBCard f_card = null; + public FBCard Card + { + set + { + f_card = value; + BindCard(); + } + } + + + //是否为半透明 + private bool f_isTransparent; + public bool IsTransparent + { + get { return f_isTransparent; } + + set + { + f_isTransparent = value; + + Image[] images = new Image[] { imgCard, imgLock }; + foreach (Image img in images) + { + Color c = img.color; + c.a = value ? 0.5f : 1f; + img.color = c; + } + } + } + + private void BindCard() + { + //加载图片 + string cardFile = "file://" + FBConsts.CardsDir +"\\"+ f_card.CardImage; + StartCoroutine(FBTools.LoadImage(cardFile,imgCard)); + + //是否锁定 + imgLock.gameObject.SetActive(f_card.IsLocked); + } + + public void OnPointerDown(PointerEventData eventData) + { + if (OnClickAction != null) + OnClickAction(f_card); + } + + private void OnDestroy() + { + while (OnClickAction != null) + OnClickAction -= OnClickAction; + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs.meta new file mode 100644 index 0000000..5e066bd --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUICard.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 8ad48058e95b74c42b0fe461f94b7fd5 +timeCreated: 1539140041 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs new file mode 100644 index 0000000..a188c1f --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs @@ -0,0 +1,194 @@ +// Felix-Bang:FBUISelect +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:选择界面 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using FBFramework; +using System.IO; +using System; + +namespace FBApplication +{ + public class FBUISelect : FBView + { + #region 字段 + [SerializeField] + private Button btnBack; + [SerializeField] + private Button btnHelp; + [SerializeField] + private Button btnStart; + [SerializeField] + private FBUICard f_leftCard; + [SerializeField] + private FBUICard f_currentCard; + [SerializeField] + private FBUICard f_rightCard; + + private List f_cards = new List(); + private int f_selectedIndex = -1; + FBGameModel f_gameModel = null; + #endregion + + #region 属性 + public override string Name + { + get { return FBConsts.V_Select; } + } + #endregion + + #region 方法 + private void OnBackButtonClick() + { + FBGame.Instance.LoadScene(1); + } + + private void OnHelpButtonClick() + { + Debug.Log("Help"); + } + + private void OnStartButtonClick() + { + FBStartLevelArgs e = new FBStartLevelArgs + { + ID = f_selectedIndex + }; + + SendEvent(FBConsts.E_LevelStart, e); + } + + //public void ChooseLevel() + //{ + // FBStartLevelArgs e = new FBStartLevelArgs + // { + // ID = f_selectedIndex + // }; + + // SendEvent(FBConsts.E_LevelStart, e); + //} + + private void LoadCards() + { + //获取Level集合 + List levels = f_gameModel.AllLevels; + + //构建Card合集 + for (int i = 0; i < levels.Count; i++) + { + FBCard card = new FBCard() + { + LevelID = i, + CardImage = levels[i].CardImage, + IsLocked = !(i <= f_gameModel.GameProgressIndex +1) //TODO + + }; + + f_cards.Add(card); + } + + f_leftCard.OnClickAction += (info)=>SelectCard(info.LevelID); + f_currentCard.OnClickAction += (info) => SelectCard(info.LevelID); + f_rightCard.OnClickAction += (info) => SelectCard(info.LevelID); + + //默认选择第一个关卡 + SelectCard(0); + } + + //选择关卡 + private void SelectCard(int index) + { + if (f_selectedIndex == index) + return; + + f_selectedIndex = index; + //计算索引 + int leftIndex = f_selectedIndex - 1; + int currentIndex = f_selectedIndex; + int rightIndex = f_selectedIndex + 1; + + //绑定数据 + if (leftIndex < 0) + f_leftCard.gameObject.SetActive(false); + else + { + f_leftCard.gameObject.SetActive(true); + f_leftCard.IsTransparent = true; + f_leftCard.Card = f_cards[leftIndex]; + } + + f_currentCard.IsTransparent = false; + f_currentCard.Card = f_cards[currentIndex]; + //开始按钮显示设置 + btnStart.gameObject.SetActive(!f_cards[currentIndex].IsLocked); + + + if (rightIndex >= f_cards.Count) + f_rightCard.gameObject.SetActive(false); + else + { + f_rightCard.gameObject.SetActive(true); + f_rightCard.IsTransparent = true; + f_rightCard.Card = f_cards[rightIndex]; + } + } + + #endregion + + #region Unity回调 + private void Start() + { + btnBack.onClick.AddListener(OnBackButtonClick); + btnHelp.onClick.AddListener(OnHelpButtonClick); + btnStart.onClick.AddListener(OnStartButtonClick); + } + #endregion + + #region 事件回调 + public override void RegisterEvents() + { + EventLists.Add(FBConsts.E_SceneEnter); + } + + public override void HandleEvent(string eventName, object data = null) + { + switch (eventName) + { + case FBConsts.E_SceneEnter: + FBSceneArgs e = data as FBSceneArgs; + if (e.Index == 2) + { + f_gameModel = GetModel(); + LoadCards(); + } + break; + } + } + #endregion + + #region 帮助方法 + #endregion + + + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs.meta new file mode 100644 index 0000000..1d598d5 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Select/FBUISelect.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9eba4bc16423c65428d29dccd276f95a +timeCreated: 1538013051 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Start.meta b/mycj/Assets/Game/Scripts/Application/02View/Start.meta new file mode 100644 index 0000000..467592b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Start.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a291a7ad3d2bb0a4186b5738c9c60a8d +folderAsset: yes +timeCreated: 1539067879 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs b/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs new file mode 100644 index 0000000..a9537da --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs @@ -0,0 +1,41 @@ +// Felix-Bang:FBUIStart +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:开始界面 +// Createtime:2018/9/25 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBUIStart : FBView + { + public override string Name + { + get { return FBConsts.V_Start; } + } + + public void GotoSelect() + { + FBGame.Instance.LoadScene(2); + } + + public override void HandleEvent(string eventName, object data = null) {} + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs.meta b/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs.meta new file mode 100644 index 0000000..e4b1faa --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/02View/Start/FBUIStart.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 10b160c83e19a9a4f8d3d339b084960b +timeCreated: 1537944097 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control.meta b/mycj/Assets/Game/Scripts/Application/03Control.meta new file mode 100644 index 0000000..0cbd055 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: fac1d9a2632f4c34e9a3c81fcc5f8eaa +folderAsset: yes +timeCreated: 1537231551 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs new file mode 100644 index 0000000..72db856 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs @@ -0,0 +1,38 @@ +// Felix-Bang:FBCountDownCompleteController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:倒计时结束控制器 +// Createtime:2018/10/12 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBCountDownCompleteController : FBController + { + public override void Execute(object data = null) + { + //游戏开始 + FBGameModel gameModel = GetModel(); + gameModel.IsPlaying = true; + + //出怪 + FBRoundModel roundModel = GetModel(); + roundModel.StartRound(); + } + } +} diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs.meta new file mode 100644 index 0000000..9c16756 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBCountDownCompleteController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b56a9b48ce55c044b0853dfd45e4078 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs new file mode 100644 index 0000000..f700bd5 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs @@ -0,0 +1,47 @@ +// Felix-Bang:FBLevelEndController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:开始关卡控制器 +// Createtime: + + +using FBFramework; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBLevelEndController : FBController + { + public override void Execute(object data = null) + { + FBEndLevelArgs e = data as FBEndLevelArgs; + + //保存游戏状态 + FBGameModel gameModel = GetModel(); + FBRoundModel roundModel = GetModel(); + + roundModel.StopRound(); + gameModel.StoptLevel(e.IsWin); + + //弹出UI + if (e.IsWin) + GetView().Show(); + else + GetView().Show(); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs.meta new file mode 100644 index 0000000..0289deb --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelEndController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7e3277acc2403a2489df5704d8c94b2c +timeCreated: 1539133569 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs new file mode 100644 index 0000000..b55edc1 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs @@ -0,0 +1,46 @@ +// Felix-Bang:FBLevelStartController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:开始关卡控制器 +// Createtime:2018/9/19 + + +using FBFramework; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBLevelStartController : FBController + { + public override void Execute(object data = null) + { + FBStartLevelArgs e = data as FBStartLevelArgs; + //第一步 + FBGameModel gameModel = GetModel(); + gameModel.StartLevel(e.ID); + + //第二步 + FBRoundModel roundModel = GetModel(); + roundModel.LoadLevel(gameModel.PlayLevel); + + // 进入游戏 + FBGame.Instance.LoadScene(3); + } + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs.meta new file mode 100644 index 0000000..cee306d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBLevelStartController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 219070f71d344ca4786349335551352c +timeCreated: 1539133569 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs new file mode 100644 index 0000000..5f9932b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs @@ -0,0 +1,65 @@ +// Felix-Bang:FBSceneEnterController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:进入场景控制器 +// Createtime:2018/9/26 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBSceneEnterController : FBController + { + public override void Execute(object data = null) + { + FBSceneArgs e = data as FBSceneArgs; + + //注册视图(View) + switch (e.Index) + { + case 0: + break; + case 1: + RegisterView(GameObject.Find("UIStart").GetComponent()); + break; + case 2: + RegisterView(GameObject.Find("UISelect").GetComponent()); + break; + case 3: + RegisterView(GameObject.Find("Map").transform.GetComponent()); + RegisterView(GameObject.Find("TowerPopup").transform.GetComponent()); + RegisterView(GameObject.Find("Canvas").transform.Find("UIBoard").GetComponent()); + RegisterView(GameObject.Find("Canvas").transform.Find("UICountDown").GetComponent()); + RegisterView(GameObject.Find("Canvas").transform.Find("UIWin").GetComponent()); + RegisterView(GameObject.Find("Canvas").transform.Find("UILost").GetComponent()); + RegisterView(GameObject.Find("Canvas").transform.Find("UISystem").GetComponent()); + break; + case 4: + RegisterView(GameObject.Find("UIComplete").GetComponent()); + break; + default: + break; + } + + + } + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs.meta new file mode 100644 index 0000000..a48e094 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneEnterController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6314258ac699cec4eaa5d052b5b288fd +timeCreated: 1537926293 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs new file mode 100644 index 0000000..f52cce4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs @@ -0,0 +1,34 @@ +// Felix-Bang:FBSceneExitController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:退出场景控制器 +// Createtime:2018/9/26 + + +using FBFramework; + +namespace FBApplication +{ + public class FBSceneExitController : FBController + { + public override void Execute(object data = null) + { + //离开场景前回收 + FBGame.Instance.ObjectPool.UnspawnAll(); + } + + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs.meta new file mode 100644 index 0000000..3d1c27d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSceneExitController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4206607d1f57bb24c8fb2cad5104cc62 +timeCreated: 1537926293 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs new file mode 100644 index 0000000..e19d172 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs @@ -0,0 +1,43 @@ +// Felix-Bang:FBSellTowerCommand +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBSellTowerCommand : FBController + { + public override void Execute(object data = null) + { + FBSellTowerArgs e = data as FBSellTowerArgs; + FBTower tower = e.Tower; + + //清除Tile存储的信息 + tower.Tile.Data = null; + + //半价出售 + FBGameModel gm = GetModel(); + gm.Gold += e.Tower.Price / 2; + + //回收 + FBGame.Instance.ObjectPool.Unspawn(e.Tower.gameObject); + } + } +} diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs.meta new file mode 100644 index 0000000..a26e278 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBSellTowerCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9f96d299adc26f244aa8c5b1ab87b2bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs new file mode 100644 index 0000000..9790706 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs @@ -0,0 +1,57 @@ +// Felix-Bang:FBStartUpController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:启动游戏控制器 +// Createtime:2018/9/26 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBStartUpController : FBController + { + public override void Execute(object data = null) + { + //注册模型(Model) + RegisterModel(new FBGameModel()); + RegisterModel(new FBRoundModel()); + //注册命令(Command) + RegistControllers(); + + //初始化 + FBGameModel gameModel = GetModel(); + gameModel.OnInitialized(); + + //进入开始界面 + FBGame.Instance.LoadScene(1); + } + + private void RegistControllers() + { + RegisterController(FBConsts.E_SceneEnter, typeof(FBSceneEnterController)); + RegisterController(FBConsts.E_SceneExit, typeof(FBSceneExitController)); + RegisterController(FBConsts.E_LevelStart, typeof(FBLevelStartController)); + RegisterController(FBConsts.E_LevelEnd, typeof(FBLevelEndController)); + RegisterController(FBConsts.E_CountDownComplete, typeof(FBCountDownCompleteController)); + + RegisterController(FBConsts.E_UpgradeTower, typeof(FBUpgradeTowerCommand)); + RegisterController(FBConsts.E_SellTower, typeof(FBSellTowerCommand)); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs.meta new file mode 100644 index 0000000..ce79861 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBStartUpController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d3f53d26eb8b25e43a36deefc7f97f97 +timeCreated: 1537926132 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs b/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs new file mode 100644 index 0000000..3d05b3c --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs @@ -0,0 +1,34 @@ +// Felix-Bang:FBUpgradeTowerCommand +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public class FBUpgradeTowerCommand : FBController + { + public override void Execute(object data = null) + { + FBUpgradeTowerArgs e = data as FBUpgradeTowerArgs; + FBTower tower = e.Tower; + tower.Level++; + } + } +} diff --git a/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs.meta b/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs.meta new file mode 100644 index 0000000..6ecd5f8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/03Control/FBUpgradeTowerCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bbc5a087b898fae428606a48e3949dc5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args.meta b/mycj/Assets/Game/Scripts/Application/Args.meta new file mode 100644 index 0000000..bd202eb --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e55195e32235941468ccb3ebd7eb8497 +folderAsset: yes +timeCreated: 1537343502 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs new file mode 100644 index 0000000..d9e4335 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs @@ -0,0 +1,35 @@ +// Felix-Bang:FBEndLevelArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:结束关卡的事件参数 +// Createtime:2018/9/27 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBEndLevelArgs + { + /// 关卡索引 + public int ID { get; set; } + /// + /// 结束类型:闯关成功(true)/失败(false) + /// + public bool IsWin; + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs.meta new file mode 100644 index 0000000..d142b6d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBEndLevelArgs.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b774511cc1aa7ea4d8f92db739e5bfe6 +timeCreated: 1537924608 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs new file mode 100644 index 0000000..178dad3 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs @@ -0,0 +1,37 @@ +// Felix-Bang:FBRoundStartArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:回合参数 +// Createtime:2018/10/12 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBRoundStartArgs + { + #region 字段 + /// 当前回合索引 + public int RoundIndex; + /// 总回合数 + public int RoundTotal; + /// 回合提示 + public int RoundTips; + #endregion + + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs.meta new file mode 100644 index 0000000..c9d3579 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBRoundStartArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 97a0b76d6a1d87e4c8c8c0abbfd6cc2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs new file mode 100644 index 0000000..17e45b7 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs @@ -0,0 +1,31 @@ +// Felix-Bang:FBSceneArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:场景相关的事件参数 +// Createtime:2018/9/26 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSceneArgs + { + //场景索引 + public int Index; + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs.meta new file mode 100644 index 0000000..cce0148 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSceneArgs.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b2475cb4ae7dcd64baf2bcdc3cbd010d +timeCreated: 1537924608 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs new file mode 100644 index 0000000..28ff8ed --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs @@ -0,0 +1,30 @@ +// Felix-Bang:FBSellTowerArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:出售炮塔参数 +// Createtime:2018/10/17 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSellTowerArgs + { + #region 字段 + public FBTower Tower; + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs.meta new file mode 100644 index 0000000..41d44fa --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSellTowerArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf5022df92f09394bbed786d3d8c85ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs new file mode 100644 index 0000000..a2b9945 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs @@ -0,0 +1,29 @@ +// Felix-Bang:FBShowTowerCreatArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:显示创建炮塔参数 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBShowTowerCreatArgs + { + public Vector3 Position; + public bool UpSide; + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs.meta new file mode 100644 index 0000000..818b092 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerCreatArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8c483a1a9c6c8a4a8ab316a97f0510b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs new file mode 100644 index 0000000..3547cf8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs @@ -0,0 +1,28 @@ +// Felix-Bang:FBTowerUpgradeArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:显示炮塔升级参数 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBShowTowerUpgradeArgs + { + public FBTower Tower; + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs.meta new file mode 100644 index 0000000..a3de5c3 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBShowTowerUpgradeArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21ea3f965fd911c4e83e63c467eada6d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs new file mode 100644 index 0000000..b064e62 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs @@ -0,0 +1,34 @@ +// Felix-Bang:FBSpawnMonsterArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:出怪参数 +// Createtime:2018/10/12 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSpawnMonsterArgs + { + + #region 字段 + /// 怪物类型 + public int MonsterID; + #endregion + + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs.meta new file mode 100644 index 0000000..ee41b8e --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnMonsterArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc91c3604de832e40ac40fe51200049c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs new file mode 100644 index 0000000..3338f6b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs @@ -0,0 +1,31 @@ +// Felix-Bang:FBSpawnTowerArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:产生炮塔参数 +// Createtime:2018/10/17 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBSpawnTowerArgs + { + #region 字段 + public Vector3 Position; + public int TowerID; + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs.meta new file mode 100644 index 0000000..3f22431 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBSpawnTowerArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b6f89ad13c00f354ca1589c18cb0de4a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs new file mode 100644 index 0000000..faf6e73 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs @@ -0,0 +1,31 @@ +// Felix-Bang:FBStartLevelArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:开始关卡的事件参数 +// Createtime:2018/9/27 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBStartLevelArgs + { + /// 关卡ID + public int ID { get; set; } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs.meta new file mode 100644 index 0000000..9a58426 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBStartLevelArgs.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2fa0a3a6535d2784fa3a03a488d37d22 +timeCreated: 1537924608 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs b/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs new file mode 100644 index 0000000..48c182f --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs @@ -0,0 +1,30 @@ +// Felix-Bang:FBUpgradeTowerArgs +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:升级炮塔参数 +// Createtime:2018/10/17 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBUpgradeTowerArgs + { + #region 字段 + public FBTower Tower; + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs.meta b/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs.meta new file mode 100644 index 0000000..9685733 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Args/FBUpgradeTowerArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa75fc30d31386447814018be527b88d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data.meta b/mycj/Assets/Game/Scripts/Application/Data.meta new file mode 100644 index 0000000..6d72d75 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 092a315504f29ae4d9063ae8b9d87778 +folderAsset: yes +timeCreated: 1537343558 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs b/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs new file mode 100644 index 0000000..c6673d0 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs @@ -0,0 +1,32 @@ +// Felix-Bang:FBCard +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡选择界面关卡缩略图数据 +// Createtime: + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBCard + { + public int LevelID; + public string CardImage; + public bool IsLocked; + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs.meta b/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs.meta new file mode 100644 index 0000000..68d31cf --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBCard.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 17a3d0177ad54dd4f9b6434f70701894 +timeCreated: 1539139245 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs b/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs new file mode 100644 index 0000000..003e14d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs @@ -0,0 +1,37 @@ +// Felix-Bang:Coords +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:背景格子坐标 +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBCoords + { + public int X; + public int Y; + + public FBCoords(int x,int y) + { + X = x; + Y = y; + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs.meta b/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs.meta new file mode 100644 index 0000000..d4c7b41 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBCoords.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 00006addc59c63543b00b4e15d39fa35 +timeCreated: 1537343881 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs b/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs new file mode 100644 index 0000000..7fb9065 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs @@ -0,0 +1,44 @@ +// Felix-Bang:Tile +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:背景网格(单个) +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBGrid + { + public int Index_X; + public int Index_Y; + public bool CanHold; //是否可以放置塔 + public Object Data; //保存的相关数据 + + public FBGrid(int x, int y) + { + Index_X = x; + Index_Y = y; + } + + public override string ToString() + { + return string.Format("[X:{0},Y:{1},CanHold:{2}]", Index_X, Index_Y,CanHold); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs.meta b/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs.meta new file mode 100644 index 0000000..e32dc68 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBGrid.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 668bc0e65e7c7784c911af2f8e9d1309 +timeCreated: 1537344270 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs b/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs new file mode 100644 index 0000000..bedda85 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs @@ -0,0 +1,45 @@ +// Felix-Bang:Level +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:关卡数据 +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBLevel + { + /// 名称 + public string Name; + /// 卡片 + public string CardImage; + /// 背景 + public string Background; + /// 地图 + public string Road; + /// 初始金币 + public int InitScore; + /// 可放置炮塔的位置 + public List Holders = new List(); + /// 路径节点 + public List Path = new List(); + /// 回合 + public List Rounds = new List(); + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs.meta b/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs.meta new file mode 100644 index 0000000..993293c --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBLevel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c45b97c79ce1cff4daadbed7498b5ebb +timeCreated: 1537345209 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs b/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs new file mode 100644 index 0000000..179a663 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs @@ -0,0 +1,42 @@ +// Felix-Bang:Round +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:回合 +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBRound + { + public int MonsterID; //怪物种类ID + public int Count; //怪物数量 + + public FBRound(int monsterID, int count) + { + MonsterID = monsterID; + Count = count; + } + + public override string ToString() + { + return string.Format("[MonsterID:{0},Count:{1}]", MonsterID, Count); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs.meta b/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs.meta new file mode 100644 index 0000000..5de8589 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Data/FBRound.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c9c50e2752506e147a0ea1e4c194f4d1 +timeCreated: 1537344680 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/FBConsts.cs b/mycj/Assets/Game/Scripts/Application/FBConsts.cs new file mode 100644 index 0000000..6d23e89 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/FBConsts.cs @@ -0,0 +1,106 @@ +// Felix-Bang:Consts +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:常量 +// Createtime:2018/9/20 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public static class FBConsts + { + //目录 + public static readonly string LevelDir = Application.dataPath + @"/Resources/Res/Levels"; + public static readonly string MpsDir = Application.dataPath + @"/Resources/Res/Maps"; + public static readonly string CardsDir = Application.dataPath + @"/Resources/Res/Cards"; + + //参数 + public const string GameProgress = "GameProgress"; + public const float DotClosedDistance = 0.1f; + public const float RangeClosedDistance = 0.7f; + + + + + + //Model + public const string M_GameModel = "M_GameModel"; + public const string M_RoundModel = "M_RoundModel"; + + //View + public const string V_Start = "V_Start"; + public const string V_Select = "V_Select"; + public const string V_Board = "V_Board"; + public const string V_CountDown = "V_CountDown"; + public const string V_Win = "V_Win"; + public const string V_Lost = "V_Lost"; + public const string V_System = "V_System"; + public const string V_Complete = "V_Complete"; + public const string V_Spawner = "V_Spawner"; + public const string V_TowerPopup = "V_TowerPopup"; + + //Control + /// 启动游戏 + public const string E_StartUp = "E_StartUp"; + + /// 进入场景 + public const string E_SceneEnter = "E_SceneEnter"; + /// 退出场景 + public const string E_SceneExit = "E_SceneExit"; + + /// 开始关卡 + public const string E_LevelStart = "E_LevelStart"; //FBStartLevelArgs + /// 结束关卡 + public const string E_LevelEnd = "E_LevelEnd"; //FBEndLevelArgs + + /// 结束倒计时 + public const string E_CountDownComplete = "E_CountDownComplete"; + + /// 开始回合 + public const string E_RoundStart = "E_RoundStart"; //FBRoundStartArgs + + /// 出怪 + public const string E_SpawnMonster = "E_SpawnMonster"; //FBSpawnMonsterArgs + + /// 炮塔 + public const string E_ShowTowerCreat = "E_ShowTowerCreat"; //FBShowTowerCreatArgs + public const string E_ShowTowerUpgrade = "E_ShowTowerUpgrade"; //FBShowTowerUpgradeArgs + public const string E_TowerHide = "E_TowerHide"; + + public const string E_SpawnTower = "E_SpawnTower"; //FBSpawnTowerArgs + public const string E_UpgradeTower = "E_UpgradeTower"; //FBUpgradeTowerArgs + public const string E_SellTower = "E_SellTower"; //FBSellTowerArgs + } + + public enum GameSpeed + { + One, + Two + } + public enum MonsterType + { + Monster0, + Monster1, + Monster2, + Monster3, + Monster4, + Monster5, + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/FBConsts.cs.meta b/mycj/Assets/Game/Scripts/Application/FBConsts.cs.meta new file mode 100644 index 0000000..078ef21 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/FBConsts.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 977ef2f4730d0084494833b8197f8e6f +timeCreated: 1537405431 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/FBGame.cs b/mycj/Assets/Game/Scripts/Application/FBGame.cs new file mode 100644 index 0000000..8f608e6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/FBGame.cs @@ -0,0 +1,109 @@ +// Felix-Bang:FBGame +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:启动游戏 初始化全局数据 +// Createtime:2018/9/25 + + +using UnityEngine; +using UnityEngine.SceneManagement; +using FBFramework; +using System; + +namespace FBApplication +{ + [RequireComponent(typeof(FBObjectPool))] + [RequireComponent(typeof(FBSound))] + [RequireComponent(typeof(FBStaticData))] + public class FBGame : FBApplicationBase + { + // 全局访问功能 + [HideInInspector] + public FBObjectPool ObjectPool=null; + [HideInInspector] + public FBSound Sound = null; + [HideInInspector] + public FBStaticData StaticData = null; + + private void OnEnable() + { + SceneManager.sceneLoaded += OnSceneWasLoaded; + } + + // 游戏入口 + void Start () + { + DontDestroyOnLoad(gameObject); + + //赋值 + ObjectPool = FBObjectPool.Instance; + Sound = FBSound.Instance; + StaticData = FBStaticData.Instance; + + //注册命令(Command) + RegisterController(FBConsts.E_StartUp, typeof(FBStartUpController)); + + //启动游戏 + SendEvent(FBConsts.E_StartUp); + } + + /// + /// 加载场景 + /// + /// 场景索引 + public void LoadScene(int index) + { + //退出旧场景 + //事件参数 + FBSceneArgs e = new FBSceneArgs + { + Index = SceneManager.GetActiveScene().buildIndex + }; + //发布事件 + SendEvent(FBConsts.E_SceneExit,e); + + //加载新场景 + SceneManager.LoadScene(index, LoadSceneMode.Single); + } + + // 当前场景加载后触发 + private void OnSceneWasLoaded(Scene arg0, LoadSceneMode arg1) + { + FBSceneArgs e = new FBSceneArgs + { + Index = arg0.buildIndex + }; + + SendEvent(FBConsts.E_SceneEnter, e); + } + + // 当前场景加载后触发 + // OnLevelWasLoaded新版本的Unity即将放弃 + //private void OnLevelWasLoaded(int index) + //{ + // FBSceneArgs e = new FBSceneArgs + // { + // Index = index + // }; + + // SendEvent(FBConsts.E_EnterScene,e); + //} + + private void OnDisable() + { + SceneManager.sceneLoaded -= OnSceneWasLoaded; + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/FBGame.cs.meta b/mycj/Assets/Game/Scripts/Application/FBGame.cs.meta new file mode 100644 index 0000000..23eeca4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/FBGame.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: da393da24ac351c47bbf369ea649ad9a +timeCreated: 1537866223 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc.meta b/mycj/Assets/Game/Scripts/Application/Misc.meta new file mode 100644 index 0000000..5fae89a --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: fa6fc4cf7ff7aea448ec68f258687fa7 +folderAsset: yes +timeCreated: 1537343558 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs b/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs new file mode 100644 index 0000000..829bf51 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs @@ -0,0 +1,40 @@ +// Felix-Bang:FBBat +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:蝙蝠的动画 +// Createtime:2018/9/25 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBBat : MonoBehaviour + { + public float Time = 1; + public float OffsetY = 8; + + void Start() + { + iTween.MoveBy(gameObject, iTween.Hash( + "y", OffsetY, + "easeType", iTween.EaseType.easeInOutSine, + "loopType", iTween.LoopType.pingPong, + "time",Time )); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs.meta b/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs.meta new file mode 100644 index 0000000..de5c9dd --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBBat.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 90977ee0081530048bdab8cef96a046f +timeCreated: 1537942400 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs b/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs new file mode 100644 index 0000000..7118278 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs @@ -0,0 +1,40 @@ +// Felix-Bang:FBCloud +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:云 +// Createtime:2018/9/25 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBCloud : MonoBehaviour + { + public float OffsetX = 1000; + public float Duration = 10; + + void Start() + { + iTween.MoveBy(gameObject, iTween.Hash( + "x", OffsetX, + "easeType", iTween.EaseType.linear, + "loopType", iTween.LoopType.loop, + "time", Duration)); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs.meta b/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs.meta new file mode 100644 index 0000000..9697041 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBCloud.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5667133e6ef0fc7469b177dc9276c167 +timeCreated: 1537943391 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs b/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs new file mode 100644 index 0000000..7c63264 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs @@ -0,0 +1,35 @@ +// Felix-Bang:FBRotate +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:旋转 +// Createtime:2018/10/09 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Felix +{ + public class FBRotate : MonoBehaviour + { + public float Speed = 360; + + void Update () + { + transform.Rotate(Vector3.forward, Time.deltaTime * Speed, Space.Self); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs.meta b/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs.meta new file mode 100644 index 0000000..c418f18 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBRotate.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4c23d04bf50077f40848f73641475aed +timeCreated: 1539066981 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs b/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs new file mode 100644 index 0000000..6809bc8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs @@ -0,0 +1,41 @@ +// Felix-Bang:FBSaver +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:读档和存档 +// Createtime:2018/10/11 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public static class FBSaver + { + #region 方法 + public static int GetProgress() + { + return PlayerPrefs.GetInt(FBConsts.GameProgress,-1); + + } + + public static void SetProgress(int levelIndex) + { + PlayerPrefs.SetInt(FBConsts.GameProgress, levelIndex); + } + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs.meta b/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs.meta new file mode 100644 index 0000000..9bd4ad6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBSaver.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 28ebbaf542ea28641a21973f86e063cf +timeCreated: 1539245915 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs b/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs new file mode 100644 index 0000000..d781357 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs @@ -0,0 +1,189 @@ +// Felix-Bang:Tools +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime:2018/9/20 + + +using System.Collections; +using System.Collections.Generic; +using System.IO; +using System.Text; +using System.Xml; +using UnityEngine; +using UnityEngine.UI; + +namespace FBApplication +{ + public class FBTools + { + //读取关卡列表 + public static List GetLevelFiles() + { + string[] files = Directory.GetFiles(FBConsts.LevelDir, "*.xml"); + + List list = new List(); + for (int i = 0; i < files.Length; i++) + { + FileInfo file = new FileInfo(files[i]); + list.Add(file); + } + return list; + } + + //填充Level类数据 + public static void FillLevel(string fileName, ref FBLevel level) + { + FileInfo file = new FileInfo(fileName); + StreamReader sr = new StreamReader(file.OpenRead(), Encoding.UTF8); + + XmlDocument doc = new XmlDocument(); + doc.Load(sr); + + level.Name = doc.SelectSingleNode("/Level/Name").InnerText; + level.CardImage = doc.SelectSingleNode("/Level/CardImage").InnerText; + level.Background = doc.SelectSingleNode("/Level/Background").InnerText; + level.Road = doc.SelectSingleNode("/Level/Road").InnerText; + level.InitScore = int.Parse(doc.SelectSingleNode("/Level/InitScore").InnerText); + + XmlNodeList nodes; + + nodes = doc.SelectNodes("/Level/Holder/Point"); + for (int i = 0; i < nodes.Count; i++) + { + XmlNode node = nodes[i]; + FBCoords p = new FBCoords( + int.Parse(node.Attributes["X"].Value), + int.Parse(node.Attributes["Y"].Value)); + + level.Holders.Add(p); + } + + nodes = doc.SelectNodes("/Level/Path/Point"); + for (int i = 0; i < nodes.Count; i++) + { + XmlNode node = nodes[i]; + + FBCoords p = new FBCoords( + int.Parse(node.Attributes["X"].Value), + int.Parse(node.Attributes["Y"].Value)); + + level.Path.Add(p); + } + + nodes = doc.SelectNodes("/Level/Rounds/Round"); + for (int i = 0; i < nodes.Count; i++) + { + XmlNode node = nodes[i]; + + FBRound r = new FBRound( + int.Parse(node.Attributes["Monster"].Value), + int.Parse(node.Attributes["Count"].Value) + ); + + level.Rounds.Add(r); + } + + sr.Close(); + sr.Dispose(); + } + + //保存关卡 + public static void SaveLevel(string fileName, FBLevel level) + { + StringBuilder sb = new StringBuilder(); + sb.AppendLine(""); + sb.AppendLine(""); + + sb.AppendLine(string.Format("{0}", level.Name)); + sb.AppendLine(string.Format("{0}", level.CardImage)); + sb.AppendLine(string.Format("{0}", level.Background)); + sb.AppendLine(string.Format("{0}", level.Road)); + sb.AppendLine(string.Format("{0}", level.InitScore)); + + sb.AppendLine(""); + for (int i = 0; i < level.Holders.Count; i++) + { + sb.AppendLine(string.Format("", level.Holders[i].X, level.Holders[i].Y)); + } + sb.AppendLine(""); + + sb.AppendLine(""); + for (int i = 0; i < level.Path.Count; i++) + { + sb.AppendLine(string.Format("", level.Path[i].X, level.Path[i].Y)); + } + sb.AppendLine(""); + + sb.AppendLine(""); + for (int i = 0; i < level.Rounds.Count; i++) + { + sb.AppendLine(string.Format("", level.Rounds[i].MonsterID, level.Rounds[i].Count)); + } + sb.AppendLine(""); + + sb.AppendLine(""); + + string content = sb.ToString(); + + XmlWriterSettings settings = new XmlWriterSettings + { + Indent = true, + ConformanceLevel = ConformanceLevel.Auto, + IndentChars = "\t", + OmitXmlDeclaration = false + }; + + XmlWriter xw = XmlWriter.Create(fileName, settings); + + StreamWriter sw = new StreamWriter(fileName, false, Encoding.UTF8); + sw.Write(content); + sw.Flush(); + sw.Dispose(); + } + + //加载图片 + public static IEnumerator LoadImage(string url, SpriteRenderer render) + { + WWW www = new WWW(url); + + while (!www.isDone) + yield return www; + + Texture2D texture = www.texture; + Sprite sp = Sprite.Create( + texture, + new Rect(0, 0, texture.width, texture.height), + new Vector2(0.5f, 0.5f)); + render.sprite = sp; + } + + //加载图片 + public static IEnumerator LoadImage(string url, Image image) + { + WWW www = new WWW(url); + + while (!www.isDone) + yield return www; + + Texture2D texture = www.texture; + Sprite sp = Sprite.Create( + texture, + new Rect(0, 0, texture.width, texture.height), + new Vector2(0.5f, 0.5f)); + image.sprite = sp; + } + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs.meta b/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs.meta new file mode 100644 index 0000000..4d649e3 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Misc/FBTools.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 719f6929d7ab1f34cb4e8348daa69f1c +timeCreated: 1537405449 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object.meta b/mycj/Assets/Game/Scripts/Application/Object.meta new file mode 100644 index 0000000..c10d587 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1c91cb93f642c7d4cbb760abd6caa454 +folderAsset: yes +timeCreated: 1537343607 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs b/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs new file mode 100644 index 0000000..fdcd0d8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs @@ -0,0 +1,100 @@ +// Felix-Bang:FBBallBullet +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:球形子弹 +// Createtime:2018/10/18 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBBallBullet : FBBullet + { + #region 属性 + //目标 + public FBMonster Target { get; private set; } + + //移动方向 + public Vector3 Direction { get; private set; } + #endregion + + #region Unity回调 + protected override void Update() + { + //已爆炸无需跟踪 + if (f_isExploded) + return; + + //目标检测 + if (Target != null) + { + if (!Target.IsDead) + { + //计算方向 + Direction = (Target.transform.position - transform.position).normalized; + } + + //角度 + LookAt(); + + //移动 + transform.Translate(Direction * Speed * Time.deltaTime, Space.World); + + //打中目标 + if (Vector3.Distance(transform.position, Target.transform.position) <= FBConsts.DotClosedDistance) + { + //敌人受伤 + Target.Damage(Attack); + + //爆炸 + Explode(); + } + } + else + { + //移动 + transform.Translate(Direction * Speed * Time.deltaTime, Space.World); + + //边界检测 + if (!f_isExploded&& !MapRect.Contains(transform.position)) + Explode(); + } + } + #endregion + + #region 方法 + public void Load(int bulletID, int level, Rect mapRect, FBMonster monster) + { + Load(bulletID, level, mapRect); + + Target = monster; + + //计算方向 + Direction = (Target.transform.position - transform.position).normalized; + } + #endregion + + #region 帮助方法 + void LookAt() + { + float angle = Mathf.Atan2(Direction.y, Direction.x); + Vector3 eulerAngles = transform.eulerAngles; + eulerAngles.z = angle * Mathf.Rad2Deg - 90; + transform.eulerAngles = eulerAngles; + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs.meta new file mode 100644 index 0000000..e9b24fd --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBallBullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c3fd7a121455164a8feeb910355fa06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs b/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs new file mode 100644 index 0000000..5c63088 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs @@ -0,0 +1,57 @@ +// Felix-Bang:FBBottle +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:瓶子炮塔 +// Createtime:2018/10/18 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBBottle : FBTower + { + Transform f_shotPoint; + + protected override void Awake() + { + base.Awake(); + f_shotPoint = transform.Find("ShotPoint"); + } + + #region 方法 + protected override void Shot(FBMonster monster) + { + base.Shot(monster); + + if (f_animator.gameObject.activeSelf) + f_animator.SetTrigger("IsAttack"); + + GameObject go = FBGame.Instance.ObjectPool.Spawn("BallBullet"); + FBBallBullet bullet = go.GetComponent(); + bullet.transform.position = f_shotPoint.position; + bullet.Load(UseBulletID, Level, MapRect, monster); + } + + public override void OnSpawn() + { + base.OnSpawn(); + f_animator.Play("Bottle_Idle"); + } + + + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs.meta new file mode 100644 index 0000000..cb7ce14 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBottle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 172c83bb41a7ed343a815f5b9082b50f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs b/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs new file mode 100644 index 0000000..3d9d1ba --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs @@ -0,0 +1,124 @@ +// Felix-Bang:FBBullet +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; + +namespace FBApplication +{ + public abstract class FBBullet : FBReusableObject, IFBReusable + { + #region 字段 + /// 类型 + public int ID { get; private set; } + /// 等级 + public int Level { get; set; } + /// 基本速度 + public float BaseSpeed { get; private set; } + /// 基本攻击力 + public int BaseAttack { get; private set; } + /// 移动速度 + public float Speed { get { return BaseSpeed * Level; } } + /// 攻击力 + public int Attack { get { return BaseAttack * Level; } } + /// 地图范围 + public Rect MapRect { get; private set; } + /// 延迟回收时间(秒) + public float DelayToDestory = 1f; + /// 是否爆炸 + protected bool f_isExploded = false; + /// 动画组件 + Animator f_animator; + + #endregion + + #region 属性 + #endregion + + #region Unity回调 + protected virtual void Awake() + { + //f_animator = GetComponent(); + } + + protected virtual void Update() + { + + } + + #endregion + + #region 事件回调 + #endregion + + #region 方法 + public void Load(int bulletID, int level, Rect mapRect) + { + MapRect = mapRect; + + ID = bulletID; + Level = level; + + FBBulletInfo info = FBGame.Instance.StaticData.GetBullet(bulletID); + BaseSpeed = info.BaseSpeed; + BaseAttack = info.BaseAttack; + } + + public void Explode() + { + //标记已爆炸 + f_isExploded = true; + + //播放爆炸动画 + Debug.Log(f_animator); + // f_animator.SetTrigger("IsExplode"); + + //延迟回收 + StartCoroutine("DestoryCoroutine"); + } + + + public override void OnSpawn() + { + f_animator = GetComponent(); + } + + public override void OnUnspawn() + { + f_isExploded = false; + + f_animator.Play("Play"); + f_animator.ResetTrigger("IsExplode"); + } + #endregion + + #region 帮助方法 + IEnumerator DestoryCoroutine() + { + //延迟 + yield return new WaitForSeconds(DelayToDestory); + + //回收 + //FBGame.Instance.ObjectPool.Unspawn(this.gameObject); + } + + + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs.meta new file mode 100644 index 0000000..a62bc4d --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBBullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9fd4a2dfb41a7b742aedf9d15ca5fed3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs b/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs new file mode 100644 index 0000000..71f088b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs @@ -0,0 +1,90 @@ +// Felix-Bang:FBCarrot +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:萝卜 +// Createtime:2018/10/15 + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBCarrot : FBRole + { + #region 常量 + #endregion + + #region 事件 + + #endregion + + #region 字段 + Animator f_animator; + + + #endregion + + #region 属性 + #endregion + + #region Unity回调 + #endregion + + #region 事件回调 + public override void OnSpawn() + { + base.OnSpawn(); + f_animator = GetComponent(); + if (f_animator.gameObject.activeSelf) + f_animator.Play("Carrot_Idle"); + + FBCarrotInfo info = FBGame.Instance.StaticData.GetCarrot(); + MaxHP = info.HP; + HP = info.HP; + } + + public override void OnUnspawn() + { + base.OnUnspawn(); + if (f_animator.gameObject.activeSelf) + { + f_animator.ResetTrigger("IsDamage"); + f_animator.SetBool("IsDead", false); + } + } + #endregion + + #region 方法 + public override void Damage(int hit) + { + if (IsDead) return; + base.Damage(hit); + if(f_animator.gameObject.activeSelf) + f_animator.SetTrigger("IsDamage"); + } + + protected override void OnDie(FBRole role) + { + base.OnDie(role); + if (f_animator.gameObject.activeSelf) + f_animator.SetBool("IsDead",true); + } + #endregion + + #region 帮助方法 + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs.meta new file mode 100644 index 0000000..725beaf --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBCarrot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 87d29c38569c8dd418e7b04dee290d66 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs b/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs new file mode 100644 index 0000000..4162cb8 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs @@ -0,0 +1,45 @@ +// Felix-Bang:FBFan +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:风扇炮塔 +// Createtime:2018/10/18 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBFan : FBTower + { + private int f_bulletCount = 6; + + protected override void Shot(FBMonster monster) + { + base.Shot(monster); + for (int i = 0; i < f_bulletCount; i++) + { + float radians = (Mathf.PI * 2f / f_bulletCount) * i; + Vector3 dir = new Vector3(Mathf.Cos(radians), Mathf.Sin(radians), 0f); + + //产生子弹 + GameObject go = FBGame.Instance.ObjectPool.Spawn("FanBullet"); + FBFanBullet bullet = go.GetComponent(); + bullet.transform.position = transform.position;//中心点 + bullet.Load(this.UseBulletID, this.Level, this.MapRect, dir); + + } + } + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs.meta new file mode 100644 index 0000000..a3f5ff9 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBFan.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60cd3c4961122a44bb151d7311c9acf8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs b/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs new file mode 100644 index 0000000..16de39b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs @@ -0,0 +1,87 @@ +// Felix-Bang:FBFanBullet +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:扇形子弹 +// Createtime:2018/10/19 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBFanBullet : FBBullet + { + #region 字段 + //旋转速度(度/秒) + public float RotateSpeed = 180f; + #endregion + + #region 属性 + public Vector2 Direction { get; private set; } + #endregion + + #region Unity回调 + protected override void Update() + { + //已爆炸跳过 + if (f_isExploded) + return; + + //移动 + transform.Translate(Direction * Speed * Time.deltaTime, Space.World); + + //旋转 + transform.Rotate(Vector3.forward, RotateSpeed * Time.deltaTime, Space.World); + + //检测(存活/死亡) + GameObject[] monsterObjects = GameObject.FindGameObjectsWithTag("Monster"); + + foreach (GameObject monsterObject in monsterObjects) + { + FBMonster monster = monsterObject.GetComponent(); + + //忽略已死亡的怪物 + if (monster.IsDead) + continue; + + if (Vector3.Distance(transform.position, monster.transform.position) <= FBConsts.RangeClosedDistance) + { + //敌人受伤 + monster.Damage(this.Attack); + + //爆炸 + Explode(); + + //退出(重点) + break; + } + } + + //边间检测 + if (!f_isExploded && !MapRect.Contains(transform.position)) + Explode(); + } + #endregion + + #region 方法 + public void Load(int bulletID,int level,Rect mapRect,Vector3 direction) + { + + Load(bulletID, level, mapRect); + Direction = direction; + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs.meta new file mode 100644 index 0000000..0de4f03 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBFanBullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d69ce351be292cb44be81108735ca0b7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs b/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs new file mode 100644 index 0000000..cd1d17e --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs @@ -0,0 +1,376 @@ +// Felix-Bang:Map +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:地图 描述一个关卡地图状态 +// Createtime:2018/9/10 + + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + //鼠标点击参数类 + public class FBGridClickEventArgs : EventArgs + { + public int MouseButton; //0左键,1右键 + public FBGrid Grid; + + public FBGridClickEventArgs(int mouseButton, FBGrid grid) + { + this.MouseButton = mouseButton; + this.Grid = grid; + } + } + + public class FBMap : MonoBehaviour + { + #region 常量 + public const int RowCount = 8; //行数 + public const int ColumnCount = 12; //列数 + #endregion + + #region 事件 + public EventHandler OnFBGridClick; + #endregion + + #region 字段 + float f_mapWidth; + float f_mapHeight; + float f_tileWidth; + float f_tileHeight; + + List f_grid = new List(); //背景网格 + List f_road = new List(); //道路网个 + + private FBLevel f_level; + + public bool IsDrawGizoms = true; //是否绘制网格 + + #endregion + + #region 属性 + public FBLevel Level + { + get { return f_level; } + } + + public string BackgroundImage + { + set + { + SpriteRenderer render = transform.Find("Background").GetComponent(); + StartCoroutine(FBTools.LoadImage(value, render)); + } + } + + public string RoadImage + { + set + { + SpriteRenderer render = transform.Find("Road").GetComponent(); + StartCoroutine(FBTools.LoadImage(value, render)); + } + } + + public List Grids + + { + get { return f_grid; } + } + + public List Road + { + get { return f_road; } + } + + //怪物的寻路路径 + public Vector3[] Path + { + get + { + List f_path = new List(); + for (int i = 0; i < f_road.Count; i++) + { + FBGrid t = f_road[i]; + Vector3 point = GetPosition(t); + f_path.Add(point); + } + return f_path.ToArray(); + } + } + + public Rect MapRect + { + get { return new Rect(-f_mapWidth / 2,-f_mapHeight / 2, f_mapWidth, f_mapHeight); } + } + + #endregion + + #region 方法 + public void LoadLevel(FBLevel level) + { + //清除当前状态 + Clear(); + + //保存 + f_level = level; + + //加载图片 + BackgroundImage = "file://" + FBConsts.MpsDir + "/" + level.Background; + RoadImage = "file://" + FBConsts.MpsDir + "/" + level.Road; + + //寻路点 + for (int i = 0; i < level.Path.Count; i++) + { + FBCoords c = level.Path[i]; + FBGrid t = GetGrid(c.X, c.Y); + f_road.Add(t); + } + + //炮塔点 + for (int i = 0; i < level.Holders.Count; i++) + { + FBCoords c = level.Holders[i]; + FBGrid t = GetGrid(c.X, c.Y); + t.CanHold = true; + } + } + + //清除塔位信息 + public void ClearHolder() + { + foreach (FBGrid g in f_grid) + { + if (g.CanHold) + g.CanHold = false; + } + } + + //清除寻路格子集合 + public void ClearRoad() + { + f_road.Clear(); + } + + //清除所有信息 + public void Clear() + { + f_level = null; + ClearHolder(); + ClearRoad(); + } + + #endregion + + #region Unity回调 + + //只在运行期起作用 + void Awake() + { + //计算地图和格子大小 + CalculateSize(); + + //创建所有的格子 + for (int i = 0; i < RowCount; i++) + for (int j = 0; j < ColumnCount; j++) + f_grid.Add(new FBGrid(j, i)); + + //监听鼠标点击事件 + OnFBGridClick += MapOnGridClick; + } + + void Update() + { + if (Input.GetMouseButtonDown(0)) + { + FBGrid g = GetTileUnderMouse(); + + if (g != null) + { + //触发鼠标左键点击事件 + FBGridClickEventArgs e = new FBGridClickEventArgs(0,g); + if (OnFBGridClick != null) + OnFBGridClick(this, e); + } + } + + if (Input.GetMouseButtonDown(1)) + { + FBGrid g = GetTileUnderMouse(); + + if (g != null) + { + //触发鼠标右键点击事件 + FBGridClickEventArgs e = new FBGridClickEventArgs(1, g); + if (OnFBGridClick != null) + OnFBGridClick(this, e); + } + } + } + + //只在编辑器里起作用 类似Update不停的执行 + void OnDrawGizmos() + { + if (!IsDrawGizoms) + return; + + //计算地图和格子大小 + CalculateSize(); + + //绘制格子 + Gizmos.color = Color.green; + + //绘制行 + for (int row = 0; row <= RowCount; row++) + { + Vector2 from = new Vector2(-f_mapWidth / 2, -f_mapHeight / 2 + row * f_tileHeight); + Vector2 to = new Vector2(-f_mapWidth / 2 + f_mapWidth, -f_mapHeight / 2 + row * f_tileHeight); + Gizmos.DrawLine(from, to); + } + + //绘制列 + for (int col = 0; col <= ColumnCount; col++) + { + Vector2 from = new Vector2(-f_mapWidth / 2 + col * f_tileWidth, f_mapHeight / 2); + Vector2 to = new Vector2(-f_mapWidth / 2 + col * f_tileWidth, -f_mapHeight / 2); + Gizmos.DrawLine(from, to); + } + + foreach (FBGrid g in f_grid) + { + if (g.CanHold) + { + Vector3 pos = GetPosition(g); + Gizmos.DrawIcon(pos, "holder.png", true); + } + } + + Gizmos.color = Color.red; + for (int i = 0; i < f_road.Count; i++) + { + //起点 + if (i == 0) + Gizmos.DrawIcon(GetPosition(f_road[i]), "start.png", true); + + //终点 + if (f_road.Count > 1 && i == f_road.Count - 1) + Gizmos.DrawIcon(GetPosition(f_road[i]), "end.png", true); + + //红色的连线 + if (f_road.Count > 1 && i != 0) + { + Vector3 from = GetPosition(f_road[i - 1]); + Vector3 to = GetPosition(f_road[i]); + Gizmos.DrawLine(from, to); + } + } + } + #endregion + + #region 事件回调 + private void MapOnGridClick(object sender, FBGridClickEventArgs e) + { + //当前场景不是LevelBuilder 不能编辑 + if (gameObject.scene.name != "LevelBuilder") + return; + + if (Level == null) + return; + + if (e.MouseButton == 0 && !f_road.Contains(e.Grid)) + e.Grid.CanHold = !e.Grid.CanHold; + + if (e.MouseButton == 1 && !e.Grid.CanHold) + { + if (f_road.Contains(e.Grid)) + f_road.Remove(e.Grid); + else + f_road.Add(e.Grid); + } + } + #endregion + + #region 帮助方法 + //计算地图大小 网格大小 + void CalculateSize() + { + Vector3 pos1 = Camera.main.ViewportToWorldPoint(new Vector3(0, 0)); + Vector3 pos2 = Camera.main.ViewportToWorldPoint(new Vector3(1, 1)); + + f_mapWidth = pos2.x - pos1.x; + f_mapHeight = pos2.y - pos1.y; + + f_tileWidth = f_mapWidth / ColumnCount; + f_tileHeight = f_mapHeight / RowCount; + } + + /// + /// 根据网格获取网格的世界坐标 + /// + /// 网格 + /// + public Vector3 GetPosition(FBGrid g) + { + return new Vector3( + -f_mapWidth / 2 + (g.Index_X + 0.5f) * f_tileWidth, + -f_mapHeight / 2 + (g.Index_Y + 0.5f) * f_tileHeight, + 0); + } + + /// 根据索引获取网格 > + FBGrid GetGrid(int x, int y) + { + int index = x + y * ColumnCount; + + if (index < 0 || index >= f_grid.Count) + return null; + + return f_grid[index]; + } + + /// + /// 根据位置获取网格 + /// + /// 坐标 + /// + public FBGrid GetGrid(Vector3 position) + { + int gridX=(int)((position.x + f_mapWidth / 2) / f_tileWidth); + int gridY = (int)((position.y + f_mapHeight / 2) / f_tileHeight); + return GetGrid(gridX, gridY); + } + + /// 获取鼠标下面的格子 + FBGrid GetTileUnderMouse() + { + Vector2 wordPos = GetWorldPosition(); + //int col = (int)((wordPos.x + f_mapWidth / 2) / f_tileWidth); + //int row = (int)((wordPos.y + f_mapHeight / 2) / f_tileHeight); + return GetGrid(wordPos); + } + + /// 获取鼠标所在位置的世界坐标 + Vector3 GetWorldPosition() + { + Vector3 viewPos = Camera.main.ScreenToViewportPoint(Input.mousePosition); + Vector3 worldPos = Camera.main.ViewportToWorldPoint(viewPos); + return worldPos; + } + #endregion + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs.meta new file mode 100644 index 0000000..a52c968 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBMap.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 47c233d9e781f6a4b9d21d975486416f +timeCreated: 1537411422 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs b/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs new file mode 100644 index 0000000..1d83380 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs @@ -0,0 +1,143 @@ +// Felix-Bang:FBMonster +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:怪物 +// Createtime:2018/10/15 + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBMonster : FBRole + { + #region 常量 + public const float CLOSEDDISTANCE = 0.1f; + #endregion + + #region 事件 + public event Action ReachedAction; + #endregion + + #region 字段 + + [SerializeField] + MonsterType f_type = MonsterType.Monster0; + float f_moveSpeed; //移动速度 + Vector3[] f_path=null; //路径拐点 + int f_pathIndex = -1; //下一拐点索引 + bool f_isReached = false; //是否到达终点 + + #endregion + + #region 属性 + public float MoveSpeed + { + get { return f_moveSpeed; } + set + { + f_moveSpeed = value; + } + } + #endregion + + #region Unity回调 + void Update () + { + if (f_isReached) + return; + + Vector3 pos = transform.position; + Vector3 dest = f_path[f_pathIndex + 1]; + float dis = Vector3.Distance(pos,dest); + + if (dis < CLOSEDDISTANCE) + { + MoveTo(dest); + + if (HasNext()) + MoveNext(); + else + { + f_isReached = true; + + //触发到达终点的事件 + if (ReachedAction != null) + ReachedAction(this); + } + } + else + { + Vector3 direction = (dest - pos).normalized; + transform.Translate(direction * f_moveSpeed * Time.deltaTime); + } + } + #endregion + + #region 事件回调 + public override void OnSpawn() + { + base.OnSpawn(); + FBMonsterInfo info = FBGame.Instance.StaticData.GetMoster(f_type); + MaxHP = info.HP; + HP = info.HP; + MoveSpeed = info.MoveSpeed; + } + + public override void OnUnspawn() + { + base.OnUnspawn(); + f_moveSpeed = 0; + f_path = null; + f_pathIndex = -1; + f_isReached = false; + ReachedAction = null; + } + #endregion + + #region 方法 + public void OnLoad(Vector3[] path) + { + f_path = path; + MoveNext(); + } + + private bool HasNext() + { + return f_pathIndex + 1 < f_path.Length - 1; + } + + private void MoveNext() + { + if (!HasNext()) + return; + + if (f_pathIndex == -1) + { + f_pathIndex = 0; + MoveTo(f_path[f_pathIndex]); + } + else + f_pathIndex++; + } + + private void MoveTo(Vector3 position) + { + transform.position = position; + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs.meta new file mode 100644 index 0000000..63bff4f --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBMonster.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3cff266cc522ca46b0a3c32f901fe6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs b/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs new file mode 100644 index 0000000..22387a9 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs @@ -0,0 +1,121 @@ +// Felix-Bang:FBRole +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:角色色基类 +// Createtime:2018/10/15 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using System; + +namespace FBApplication +{ + public abstract class FBRole : FBReusableObject, IFBReusable + { + + #region 常量 + #endregion + + #region 事件 + public event Action HPChangedAction; //血量变化事件 + public event Action DeadAction; //死亡事件 + #endregion + + #region 字段 + int f_hp; + int f_maxHp; + + #endregion + + #region 属性 + public int HP + { + get { return f_hp; } + set + { + value = Mathf.Clamp(value, 0, f_maxHp); + + if (value == f_hp) + return; + + f_hp = value; + if (HPChangedAction != null) + HPChangedAction(f_hp, f_maxHp); + + if (f_hp == 0) + { + if (DeadAction != null) + DeadAction(this); + } + } + } + + public int MaxHP + { + get { return f_maxHp; } + set + { + if (value < 0) + value = 0; + + f_maxHp = value; + } + } + + public bool IsDead + { + get { return f_hp == 0; } + } + + + #endregion + + + + #region 事件回调 + public override void OnSpawn() + { + this.DeadAction += OnDie; + } + + public override void OnUnspawn() + { + HP = 0; + MaxHP = 0; + + while (HPChangedAction != null) + HPChangedAction -= HPChangedAction; + + while (DeadAction != null) + DeadAction -= DeadAction; + } + #endregion + + #region 方法 + public virtual void Damage(int hit) + { + if (IsDead) + return; + + HP -= hit; + } + + protected virtual void OnDie(FBRole role) {} + #endregion + + + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs.meta new file mode 100644 index 0000000..7e06b3f --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBRole.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e0a3f395393e70e478548bd21e320618 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs b/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs new file mode 100644 index 0000000..dbf5f5e --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs @@ -0,0 +1,174 @@ +// Felix-Bang:FBTower +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using System; + +namespace FBApplication +{ + public abstract class FBTower : FBReusableObject, IFBReusable + { + #region 字段 + protected Animator f_animator; + [SerializeField] int f_level = 0; + FBMonster f_target = null; + float f_lastShotTime = 0; + FBGrid f_grid; + #endregion + + #region 属性 + public FBGrid Tile { get; private set; } + public int ID { get; private set; } + public int MaxLevel { get; private set; } + public int Level + { + get { return f_level; } + set + { + f_level = Mathf.Clamp(value, 0, MaxLevel); + transform.localScale = Vector3.one * (f_level); + } + } + public bool IsTopLevel { get { return Level >= MaxLevel; } } + public float ShotRate { get; private set; } + public float GuardRange { get; private set; } + private int BasePrice { get; set; } + public int UseBulletID { get; set; } + public int Price { get { return BasePrice * Level; } } + public Rect MapRect { get; private set; } + #endregion + + #region Unity回调 + protected virtual void Awake() + { + f_animator = GetComponent(); + } + + void Update() + { + //转向目标 + if (f_target == null) + { + GameObject[] monsters = GameObject.FindGameObjectsWithTag("Monster"); + + foreach (GameObject m in monsters) + { + FBMonster monster = m.GetComponent(); + float dis = Vector3.Distance(transform.position, monster.transform.position); + if (!monster.IsDead && dis <= GuardRange) + { + f_target = monster; + break; + } + } + + LookAt(f_target); + } + else + { + float dis = Vector3.Distance(transform.position, f_target.transform.position); + if (f_target.IsDead && dis > GuardRange) + { + f_target = null; + LookAt(f_target); + } + else + { + LookAt(f_target); + + float attackTime = f_lastShotTime + 1f / ShotRate; + if (Time.time >= attackTime) + { + Shot(f_target); + f_lastShotTime = Time.time; + } + } + } + } + #endregion + + + #region 方法 + public void Load(int towerId, FBGrid grid, Rect mapRect) + { + FBTowerInfo info = FBGame.Instance.StaticData.GetTower(towerId); + ID = info.ID; + MaxLevel = info.MaxLevel; + BasePrice = info.BasePrice; + GuardRange = info.GuardRange; + ShotRate = info.ShotRate; + UseBulletID = info.UseBulletID; + Level = 1; + f_grid = grid; + MapRect = mapRect; + } + + protected virtual void Shot(FBMonster monster) + { + if (f_animator.gameObject.activeSelf) + f_animator.SetTrigger("IsAttack"); + } + + + public override void OnSpawn() + { + f_animator = GetComponent(); + } + + public override void OnUnspawn() + { + if (f_animator.gameObject.activeSelf) + f_animator.ResetTrigger("IsAttack"); + + f_animator = null; + f_target = null; + ID = 0; + Level = 0; + MaxLevel = 0; + BasePrice = 0; + GuardRange = 0; + ShotRate = 0; + UseBulletID = 0; + + f_grid = null; + } + #endregion + + #region 帮助方法 + private void LookAt(FBMonster target) + { + if (target != null) + { + Vector3 dir = (f_target.transform.position - transform.position).normalized; + float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; + Vector3 eulerAnglles = transform.eulerAngles; + eulerAnglles.z = angle - 90f; + transform.eulerAngles = eulerAnglles; + } + else + { + Vector3 eulerAnglles = transform.eulerAngles; + eulerAnglles.z = 0; + transform.eulerAngles = eulerAnglles; + } + } + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs.meta b/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs.meta new file mode 100644 index 0000000..5a19197 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/Object/FBTower.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fafaa2813d16c654e8c4be1c95a0b9b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData.meta b/mycj/Assets/Game/Scripts/Application/StaticData.meta new file mode 100644 index 0000000..21d5296 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d82b7e05234f05440b4c1f7548c4bc04 +folderAsset: yes +timeCreated: 1537343558 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs b/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs new file mode 100644 index 0000000..911c1b6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs @@ -0,0 +1,35 @@ +// Felix-Bang:FBBulletInfo +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:子弹 +// Createtime:2018/10/18 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBBulletInfo + { + /// ID + public int ID; + /// 预制件名 + public string PrefabName; + /// 基本速度 + public float BaseSpeed; + /// 基础攻击力 + public int BaseAttack; + } +} diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs.meta b/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs.meta new file mode 100644 index 0000000..8b97407 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBBulletInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0fa1af28693a331448c4c5601ac69c0f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs b/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs new file mode 100644 index 0000000..3f22b65 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs @@ -0,0 +1,33 @@ +// Felix-Bang:FBCarrotInfo +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:萝卜 +// Createtime:2018/10/15 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBCarrotInfo + { + #region 字段 + /// ID + public int ID; + /// 血量 + public int HP; + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs.meta b/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs.meta new file mode 100644 index 0000000..c4f1ec1 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBCarrotInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0fa5931779136764aa8fe3d2e699aac6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs b/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs new file mode 100644 index 0000000..0bc025b --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs @@ -0,0 +1,37 @@ +// Felix-Bang:FBMonsterInfo +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBMonsterInfo + { + #region 字段 + /// ID + public int ID; + /// 血量 + public int HP; + /// 移动速度 + public float MoveSpeed; + public int Price; + + #endregion + } +} diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs.meta b/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs.meta new file mode 100644 index 0000000..e30a4d6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBMonsterInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ae06f2057bb5da4b95288182f2684c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs b/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs new file mode 100644 index 0000000..39b0250 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs @@ -0,0 +1,92 @@ +// Felix-Bang:FBStaticData +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:静态数据 +// Createtime:2018/9/26 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using FBFramework; +using System; + +namespace FBApplication +{ + public class FBStaticData :FBSingleton + { + Dictionary f_carrots_dic = new Dictionary(); + Dictionary f_monsters_dic = new Dictionary(); + Dictionary f_towers_dic = new Dictionary(); + Dictionary f_bullets_dic = new Dictionary(); + + protected override void Awake() + { + base.Awake(); + OnInitializeCarrots(); + OnInitializeMonsters(); + OnInitializeTowers(); + OnInitializeBullets(); + } + + private void OnInitializeCarrots() + { + f_carrots_dic.Add(0, new FBCarrotInfo() { ID = 0, HP = 4 }); + } + + private void OnInitializeMonsters() + { + f_monsters_dic.Add(0, new FBMonsterInfo() { ID = 0, HP = 5, MoveSpeed = 1f, Price = 1 }); + f_monsters_dic.Add(1, new FBMonsterInfo() { ID = 1, HP = 5, MoveSpeed = 1f, Price = 2 }); + f_monsters_dic.Add(2, new FBMonsterInfo() { ID = 2, HP = 15, MoveSpeed = 2f, Price = 5 }); + f_monsters_dic.Add(3, new FBMonsterInfo() { ID = 3, HP = 20, MoveSpeed = 2f, Price = 10 }); + f_monsters_dic.Add(4, new FBMonsterInfo() { ID = 4, HP = 20, MoveSpeed = 2f, Price = 15 }); + f_monsters_dic.Add(5, new FBMonsterInfo() { ID = 5, HP = 100, MoveSpeed = 0.5f, Price = 20 }); + } + + private void OnInitializeTowers() + { + f_towers_dic.Add(0, new FBTowerInfo() { ID = 0, PrefabName = "Bottle", NormalIcon = "Bottle/Bottle01", DisabledIcon = "Bottle/Bottle00", MaxLevel = 3, BasePrice = 1, ShotRate = 2, GuardRange = 3f, UseBulletID = 0 }); + f_towers_dic.Add(1, new FBTowerInfo() { ID = 1, PrefabName = "Fan", NormalIcon = "Fan/Fan01", DisabledIcon = "Fan/Fan00", MaxLevel = 3, BasePrice = 2, ShotRate = 0.3f, GuardRange = 3f, UseBulletID = 1 }); + } + + private void OnInitializeBullets() + { + f_bullets_dic.Add(0, new FBBulletInfo() { ID = 0, PrefabName = "BallBullet", BaseSpeed = 5f, BaseAttack = 1 }); + f_bullets_dic.Add(1, new FBBulletInfo() { ID = 1, PrefabName = "FanBullet", BaseSpeed = 2f, BaseAttack = 1 }); + } + + public FBCarrotInfo GetCarrot() + { + return f_carrots_dic[0]; + } + + public FBMonsterInfo GetMoster(MonsterType mosterID) + { + return f_monsters_dic[(int)mosterID]; + } + + public FBTowerInfo GetTower(int towerID) + { + return f_towers_dic[towerID]; + } + + public FBBulletInfo GetBullet(int bulletID) + { + return f_bullets_dic[bulletID]; + } + + } +} + diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs.meta b/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs.meta new file mode 100644 index 0000000..5706737 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBStaticData.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 2906467ad34ff394b92ce476caf49a37 +timeCreated: 1537924184 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs b/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs new file mode 100644 index 0000000..4632475 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs @@ -0,0 +1,45 @@ +// Felix-Bang:FBTowerInfo +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:炮塔信息 +// Createtime:2018/10/16 + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBApplication +{ + public class FBTowerInfo + { + /// ID + public int ID; + /// 预制件 + public string PrefabName; + /// 正常图标 + public string NormalIcon; + /// 失效图标 + public string DisabledIcon; + /// 最高等级 + public int MaxLevel; + /// 价格 + public int BasePrice; + /// 射击频率 + public float ShotRate; + /// 警戒范围 + public float GuardRange; + /// 子弹ID + public int UseBulletID; + } +} diff --git a/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs.meta b/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs.meta new file mode 100644 index 0000000..def16c4 --- /dev/null +++ b/mycj/Assets/Game/Scripts/Application/StaticData/FBTowerInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9c5a47d470bc65d42b928eaedf38a313 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework.meta b/mycj/Assets/Game/Scripts/FB-Framework.meta new file mode 100644 index 0000000..29cdaff --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: a534ee01618cb9e43a12a06b578aeb87 +folderAsset: yes +timeCreated: 1537231412 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC.meta new file mode 100644 index 0000000..ff0ab3a --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c3c33f253eda7bb49880414699bf25d1 +folderAsset: yes +timeCreated: 1537322611 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs new file mode 100644 index 0000000..8bb8851 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs @@ -0,0 +1,41 @@ +// Felix-Bang:FBApplicationBase +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:MVC框架启动的入口 +// Createtime:2018/9/19 + + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBApplicationBase:FBSingleton + where T : MonoBehaviour + { + + protected void RegisterController(string eventName, Type controllerType) + { + FBMVC.RegisterController(eventName, controllerType); + } + + protected void SendEvent(string eventName,object data=null) + { + FBMVC.SendEvent(eventName,data); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs.meta new file mode 100644 index 0000000..5faf5f9 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBApplicationBase.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b4c00da98f7af234484eb4bc43816ffa +timeCreated: 1537338241 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs new file mode 100644 index 0000000..2907169 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs @@ -0,0 +1,67 @@ +// Felix-Bang:FBController +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:控制器基类:协调M和V之间的交互,无需实例化,动态创建执行命令 +// 1. 获取到模型和视图,并且调用方法 +// 2. 处理视图发出的事件 +// Createtime:2018/9/19 + + +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBController + { + /// 获取Model + protected T GetModel() + where T : FBModel + { + return FBMVC.GetModel() as T; + } + + /// 获取View + protected T GetView() + where T : FBView + { + return FBMVC.GetView() as T; + } + + /// 注册新Model + protected void RegisterModel(FBModel model) + { + FBMVC.RegisterModel(model); + } + + /// 注册新View + protected void RegisterView(FBView view) + { + FBMVC.RegisterView(view); + } + + /// 注册新Controller + protected void RegisterController(string eventName, Type controllerType) + { + FBMVC.RegisterController(eventName, controllerType); + } + + // 处理事件 + public abstract void Execute(object data = null); + + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs.meta new file mode 100644 index 0000000..84118d6 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBController.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 88ec0a70c9733b8469b5d2aa09e109d4 +timeCreated: 1537323109 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs new file mode 100644 index 0000000..bd6da57 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs @@ -0,0 +1,120 @@ +// Felix-Bang:FBMVC(中间量) +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:MVC的中间类,用于储存M、V、C,分发事件 +// Createtime:2018/9/19 + + +using System; +using System.Collections.Generic; + +namespace FBFramework +{ + public static class FBMVC + { + //用字典存储MVC + public static Dictionary Models = new Dictionary(); //名字---模型 + public static Dictionary Views = new Dictionary(); //名字---视图 + public static Dictionary CommandMap = new Dictionary(); //事件---控制器类型 + + #region 注册功能 + /// + /// 注册Model + /// + /// Model实例 + public static void RegisterModel(FBModel model) + { + Models[model.Name] = model; + } + + /// + /// 注册View + /// + /// View实例 + public static void RegisterView(FBView view) + { + //防止重复 + if (Views.ContainsKey(view.name)) + Views.Remove(view.name); + + view.RegisterEvents(); + Views[view.name] = view; + } + + /// + /// 注册控制器 + /// + /// 事件名称 + /// 控制器类型 + public static void RegisterController(string eventName,Type controllerType) + { + CommandMap[eventName] = controllerType; + } + #endregion + + #region 检索功能 + public static T GetModel() + where T:FBModel + { + foreach (FBModel m in Models.Values) + { + if (m is T) + return m as T; + } + + return null; + } + + public static T GetView() + where T : FBView + { + foreach (FBView v in Views.Values) + { + if (v is T) + return v as T; + } + + return null; + } + #endregion + + /// + /// 发送事件 + /// + /// 事件名称 + /// 携带信息(可空) + public static void SendEvent(string eventName, object data = null) + { + //控制器一般对变化有逻辑性的处理,然后返回一个处理结果; + //View仅随变化实现相应的显示, + //因此要先对控制器响应,再View + + //控制器响应 + if (CommandMap.ContainsKey(eventName)) + { + Type t = CommandMap[eventName]; + FBController c = Activator.CreateInstance(t) as FBController; + c.Execute(data); + } + + //视图响应 + foreach (FBView v in Views.Values) + { + if (v.EventLists.Contains(eventName)) + v.HandleEvent(eventName, data); + } + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs.meta new file mode 100644 index 0000000..5be4a81 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBMVC.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6be3a1c893bc5b74daa04200e7e00f84 +timeCreated: 1537323208 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs new file mode 100644 index 0000000..60d0e50 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs @@ -0,0 +1,42 @@ +// Felix-Bang:FBModel +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:所有数据模型的基类,不需要实例化 +// Model不需要引用View和Controller中的方法,只需要发送消息即可 +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBModel + { + /// 名称:用于检索 + public abstract string Name { get; } + + /// + /// 发送事件 + /// + /// 时间名 + /// 携带数据信息 + protected void SendEvent(string eventName, object data = null) + { + FBMVC.SendEvent(eventName,data); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs.meta new file mode 100644 index 0000000..b6bc2e7 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBModel.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: d1027471ffb949b40b77d7016b2b8a70 +timeCreated: 1537322672 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs new file mode 100644 index 0000000..7dac1ff --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs @@ -0,0 +1,60 @@ +// Felix-Bang:FBView +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:界面的基类(需要挂载到游戏对象) +// 1. 查询模型(调用模型的方法),接收模型发送的消息 +// 2. 处理消息 +// 3. 向控制器发送消息 +// Createtime:2018/9/19 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBView : MonoBehaviour + { + /// 名称:用于检索 + public abstract string Name { get; } + /// View相关的事件列表 + [HideInInspector] + public List EventLists = new List(); + + /// + /// 事件处理 + /// + /// 事件名称 + /// 携带信息 + public abstract void HandleEvent(string eventName, object data = null); + + // 注册关心的事件 + public virtual void RegisterEvents() {} + + /// 获取模型 + protected T GetModel() + where T : FBModel + { + return FBMVC.GetModel() as T; + } + + // 发送事件 + protected void SendEvent(string eventName, object data = null) + { + FBMVC.SendEvent(eventName, data); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs.meta new file mode 100644 index 0000000..a308034 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-MVC/FBView.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: af02205ea453f064eb6c49d1247fbf1c +timeCreated: 1537322810 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool.meta new file mode 100644 index 0000000..d1448a2 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 5df5411aad2baf84ba2125faa240f70d +folderAsset: yes +timeCreated: 1537231907 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs new file mode 100644 index 0000000..cf1c547 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs @@ -0,0 +1,85 @@ +// Felix-Bang:FBObjectPool +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:对象池 +// Createtime:2018/9/18 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public class FBObjectPool : FBSingleton + { + public string ResourceDir = ""; + Dictionary f_pools = new Dictionary(); + + /// + /// 创建对象 + /// + /// 对象名 + /// + public GameObject Spawn(string name) + { + if (!f_pools.ContainsKey(name)) + RegisterNewPool(name); + + FBSubPool pool = f_pools[name]; + + return pool.Spawn(); + } + + /// 回收对象 + public void Unspawn(GameObject go) + { + FBSubPool pool = null; + + foreach (FBSubPool p in f_pools.Values) + { + if (p.IsContains(go)) + { + pool = p; + break; + } + } + + pool.Unspawn(go); + } + + /// 回收所有对象 + public void UnspawnAll() + { + foreach (FBSubPool p in f_pools.Values) + p.UnspawnAll(); + } + + /// 创建一个新的SubPool + void RegisterNewPool(string name) + { + string path = ""; + if (string.IsNullOrEmpty(ResourceDir)) + path = name; + else + path = ResourceDir + "/" + name; + + GameObject prefab = Resources.Load(path); + FBSubPool pool = new FBSubPool(transform, prefab); + f_pools.Add(pool.Name, pool); + } + } + +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs.meta new file mode 100644 index 0000000..a551f74 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBObjectPool.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 487561bf879e4e341bf2280dc0451344 +timeCreated: 1537235504 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs new file mode 100644 index 0000000..26c91d0 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs @@ -0,0 +1,30 @@ +// Felix-Bang:FBReusableObject +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBReusableObject : MonoBehaviour,IFBReusable + { + public abstract void OnSpawn(); + + public abstract void OnUnspawn(); + + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs.meta new file mode 100644 index 0000000..06ea5b0 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBReusableObject.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ccfa771f395dbb74eaee156edd5c4846 +timeCreated: 1537232948 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs new file mode 100644 index 0000000..161f913 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs @@ -0,0 +1,101 @@ +// Felix-Bang:FBSubPool +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public class FBSubPool + { + Transform f_parent; + GameObject f_prefab; + List f_objects = new List(); + + /// 名称标识 + public string Name + { + get { return f_prefab.name; } + } + + /// + /// 构造 + /// + /// 预制件 + public FBSubPool(Transform parent, GameObject prefab) + { + f_parent = parent; + f_prefab = prefab; + } + + /// 创建对象 + public GameObject Spawn() + { + GameObject go = null; + + foreach (var obj in f_objects) + { + if (!obj.activeSelf) + { + go = obj; + break; + } + } + + if (go == null) + { + go = GameObject.Instantiate(f_prefab); + go.transform.parent = f_parent; + f_objects.Add(go); + } + + go.SetActive(true); + go.SendMessage("OnSpawn", SendMessageOptions.DontRequireReceiver); + return go; + } + + /// 回收对象 + public void Unspawn(GameObject go) + { + if (IsContains(go)) + { + go.SendMessage("OnUnspawn", SendMessageOptions.DontRequireReceiver); + go.SetActive(false); + } + } + + /// 回收本对象池全部对象 + public void UnspawnAll() + { + foreach (var item in f_objects) + { + if (item.activeSelf) + Unspawn(item); + } + } + + /// + /// 对象池是否包含对象 + /// + /// 目标对象 + /// + public bool IsContains(GameObject go) + { + return f_objects.Contains(go); + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs.meta new file mode 100644 index 0000000..503cf2a --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/FBSubPool.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: ff32029205cd7fb409e9ee5e5981bc22 +timeCreated: 1537233203 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs new file mode 100644 index 0000000..4e3ca6d --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs @@ -0,0 +1,28 @@ +// Felix-Bang:IFBReusable GameobjectPoolInterface +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public interface IFBReusable + { + void OnSpawn(); + void OnUnspawn(); + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs.meta new file mode 100644 index 0000000..cecef2a --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Pool/IFBReusable.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: cf8d2d8fbe1d31b4782aea645d60cfa6 +timeCreated: 1537232035 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton.meta new file mode 100644 index 0000000..0097e59 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c7ba8810b03284b44acffce5ad759047 +folderAsset: yes +timeCreated: 1537262822 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs new file mode 100644 index 0000000..8ca1375 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs @@ -0,0 +1,40 @@ +// Felix-Bang:FBSingleton +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe:单例模式 +// Createtime:2018/9/18 + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public abstract class FBSingleton : MonoBehaviour + where T:MonoBehaviour + { + private static T f_instance=null; + public static T Instance + { + get { return f_instance; } + } + + protected virtual void Awake() + { + f_instance = this as T; + } + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs.meta new file mode 100644 index 0000000..0871a30 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Singleton/FBSingleton.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b7f1db8eac669b24a846349808a1e2d2 +timeCreated: 1537262827 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound.meta new file mode 100644 index 0000000..672631f --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 163a4800bb07ef64b8d50a26abd2895a +folderAsset: yes +timeCreated: 1537319078 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs new file mode 100644 index 0000000..85cadef --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs @@ -0,0 +1,101 @@ +// Felix-Bang:FBSound +//   へ     /| +//  /\7    ∠_/ +//  / │   / / +// │ Z _,< /   /`ヽ +// │     ヽ   /  〉 +//  Y     `  /  / +// イ● 、 ●  ⊂⊃〈  / +// ()  へ    | \〈 +//  >ー 、_  ィ  │ // +//  / へ   / ノ<| \\ +//  ヽ_ノ  (_/  │// +//  7       |/ +//  >―r ̄ ̄`ー―_ +// Describe: +// Createtime: + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace FBFramework +{ + public class FBSound : FBSingleton + { + public string ResourceDir = ""; + AudioSource f_bgm; + AudioSource f_effectSound; + + public float BgmVolum + { + get { return f_bgm.volume; } + set { f_bgm.volume = value; } + } + + public float EffectVolum + { + get { return f_effectSound.volume; } + set { f_effectSound.volume = value; } + } + + protected override void Awake() + { + base.Awake(); + + f_bgm = this.gameObject.AddComponent(); + f_bgm.playOnAwake = true; + f_bgm.loop = true; + + f_effectSound = this.gameObject.AddComponent(); + } + + /// 播放背景音乐 + public void PlayBgm(string audioName) + { + string oldName = ""; + if (f_bgm.clip == null) + oldName = ""; + else + oldName = f_bgm.clip.name; + + if (string.IsNullOrEmpty(oldName)) + { + AudioClip clip = GetClip(audioName); + if (clip != null) + { + f_bgm.clip = clip; + f_bgm.Play(); + } + } + } + + /// 关闭背景音乐 + public void StopBgm() + { + f_bgm.Stop(); + f_bgm.clip = null; + } + + /// 播放音效 + public void PlayEffect(string audioName) + { + AudioClip clip = GetClip(audioName); + f_effectSound.PlayOneShot(clip); + } + + private AudioClip GetClip(string audioName) + { + string path = string.Empty; + if (string.IsNullOrEmpty(ResourceDir)) + path = string.Empty; + else + path = ResourceDir + "/" + audioName; + + return Resources.Load(path); + } + + } +} + diff --git a/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs.meta b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs.meta new file mode 100644 index 0000000..55a97f2 --- /dev/null +++ b/mycj/Assets/Game/Scripts/FB-Framework/FB-Sound/FBSound.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 82ad04c9c7c97d94a96ee7da13c2496f +timeCreated: 1537319396 +licenseType: Pro +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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+- Punch +- 2DToolkit +- TextMeshPro +- Text +folderAsset: yes +DefaultImporter: + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/mycj/Assets/Plugins/Demigiant/DOTween/DOTween.XML new file mode 100644 index 0000000..46e79c4 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -0,0 +1,3089 @@ + + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + + + + If the Sequence contains other elements, kill the failed tween but preserve the rest + + + Kill the whole Sequence + + + + Log types thrown by errors captured and prevented by safe mode + + + + No logs. NOT RECOMMENDED + + + Throw a normal log + + + Throw a warning log (default) + + + Throw an error log + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Various utils + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type within all possible project assembly names + + + + NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Extra non-tweening-related curve methods + + + + + Cubic bezier curve methods + + + + + Calculates a point along the given Cubic Bezier segment-curve. + + Segment start point + Start point's control point/handle + Segment end point + End point's control point/handle + 0-1 percentage along which to retrieve point + + + + Returns an array containing a series of points along the given Cubic Bezier segment-curve. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + Log type when safe mode reports capturing an error and preventing it + + + Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + Default: NestedTweenFailureBehaviour.TryToPreserveSequence + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween global timeScale (default: 1). + The final timeScale of a non-timeScaleIndependent tween is: + Unity's Time.timeScale * DOTween.timeScale * tween.timeScale + while the final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). + The final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. + This method must return a bool and accept two parameters: + - LogType: the type of Unity log that DOTween is trying to log + - object: the log message that DOTween wants to log + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + If TRUE activates various debug options + + + Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both debugMode and useSafeMode are TRUE + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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 and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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 and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups. + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the overload instead of this one + + + + + Returns a new to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + + The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active tweens (so both Tweeners and Sequences). + A tween is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Tweeners. + A Tweener is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Sequences. + A Sequence is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a the total number of active tweens with the given id. + + If TRUE returns only the tweens with the given ID that are currently playing + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type int, called at each update + + + + Tweens a virtual Vector2. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Color, called at each update + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + Completes the tween when the link target is disabled + + + Completes and kills the tween when the link target is disabled + + + Rewinds the tween (delay excluded) when the link target is disabled + + + Rewinds and kills the tween when the link target is disabled + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) + + + + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + + + + + Path control point + + + + + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + + + + + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Type of randomness to apply to a shake tween + + + + Default, full randomness + + + Creates a more balanced randomness that looks more harmonic + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens, + where it will complete them immediately instead of waiting for the next internal update routine + (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+ + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Send the tween to the given position in time while also executing any callback between the previous time position and the new one + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + + Forces this tween to update manually, regardless of the set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. + Also note that if you only want to update this tween instance manually you'll have to set it to anyway, + so that it's not updated automatically. + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the eventual elapsed delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + NOTE: To check if a tween was simply set to go backwards see . + Returns TRUE if this tween is going backwards for any of these reasons: + - The tween was reversed and is going backwards on a straight loop + - The tween was reversed and is going backwards on an odd Yoyo loop + - The tween is going forward but on an even Yoyo loop + IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, + so for example in a callback at the end of a Yoyo loop step this method will never return FALSE + because the frame will never end exactly there and the tween will already be going backwards when the callback is fired + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + 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 + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + 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. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Transform'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 transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + 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 + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + 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 + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light'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 Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material'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 Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property 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 Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID 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 Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + 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) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + 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) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + 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. + + If TRUE completes the tween before killing it + + + + 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. + + If TRUE completes the tween before killing it + + + + 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. + + + + + 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. + + + + + 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. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + 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. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + 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. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be inverted, otherwise it won't + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + /// <param name="callback">The callback to prepend</param> + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue. + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Alpha value to start from (in case of Fade tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Sets a delayed startup for the tween. + In case of Sequences behaves the same as , + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). + Has no effect if the tween has already started + + + EXPERIMENTAL: implemented in v1.2.340. + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. + Has no effect if the tween has already started + Only used by types: If FALSE sets the delay as a one-time occurrence + (defaults to this for types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + 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 to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for ShapeCircle tweens + If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + If TRUE doesn't rotate the target along the Z axis + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween will play backwards + + + If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction) + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + Returns TRUE if the tween is set to loop (either a set number of times or infinitely) + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + +
+
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Has no effect during playMode. + + Eventual callback to call after every update + + + + Stops the update loop and clears the onPreviewUpdated callback. + + 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 + If TRUE also kills any cached tween + + + + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + + The tween to ready + If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) + If TRUE prevents the tween from being auto-killed at completion + If TRUE starts playing the tween immediately + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if setup is required + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + 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). + + + + + Connects to a 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). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + + Adds the given global define if it's not already present + + + + + Removes the given global define if it's present + + + + + Returns TRUE if the given global define is present in all the + or only in the given , depending on passed parameters. + + + to use. Leave NULL to check in all of them. + + + + Not used as menu item anymore, but as a utility function + + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..7cec113 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 2e2c6224d345d9249acfa6e8ef40bb2d +TextScriptImporter: + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll b/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll new file mode 100644 index 0000000..4911a86 Binary files /dev/null and b/mycj/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll differ diff --git 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spritePackingTag: + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules.meta new file mode 100644 index 0000000..24cd2ac --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 143604b8bad857d47a6f7cc7a533e2dc +folderAsset: yes +DefaultImporter: + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 0000000..d958ae0 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -0,0 +1,198 @@ +// 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; +using UnityEngine.Audio; // Required for AudioMixer + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region AudioMixer + + /// 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. + /// Name given to the exposed float to set + /// The end value to reachThe duration of the tween + public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore 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 + + /// + /// 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) + /// + /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// + /// 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. + /// + /// If TRUE completes the tween before killing it + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// 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. + /// + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// + /// 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. + /// + /// Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end) + /// If TRUE will play the tween after reaching the given position, otherwise it will pause it + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// + /// 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. + /// + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// + /// 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. + /// + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// + /// 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. + /// + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// + /// 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. + /// + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// + /// 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. + /// + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// + /// 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. + /// + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// + /// 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. + /// + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// + /// 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. + /// + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 0000000..50aa010 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b766d08851589514b97afb23c6f30a70 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 0000000..2ab3775 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,146 @@ +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 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 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 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 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 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 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 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 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); + } + + /// + /// Controls the alpha (transparency) of the outline + /// + public static TweenerCore 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; + } + + /// + /// Controls the color of the outline + /// + public static TweenerCore 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; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore 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; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore 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; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore 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; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore 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; + } + } +} +#endif diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta new file mode 100644 index 0000000..4b8991f --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 0000000..08b0700 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// Rotation mode + public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// 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 + /// The position to look atThe duration of the tween + /// Eventual axis constraint for the rotation + /// The vector that defines in which direction up is (default: Vector3.up) + public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore 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 + + /// 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 + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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; + } + + /// 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. + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// 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. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// 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 + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore 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 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; + } + /// 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 + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// 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. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// 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 + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore 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 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 DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore 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 DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore 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 diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 0000000..0ce0d75 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dae9aa560b4242648a3affa2bfabc365 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 0000000..8ce2b56 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -0,0 +1,193 @@ +// 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; +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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// 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. + /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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; + } + + /// 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. + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// 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. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// 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 + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore 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 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; + } + /// 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 + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// 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. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// 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 + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore 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 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 DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore 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 DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore 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 diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..ca9ed29 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 230fe34542e175245ba74b4659dae700 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 0000000..72afb7b --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -0,0 +1,93 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // 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 + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The gradient to useThe duration of the tween + 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 + + /// 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 + /// The value to tween toThe duration of the tween + 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 diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..a0c67c4 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 188918ab119d93148aa0de59ccf5286b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 0000000..2381f4c --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -0,0 +1,662 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // 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 + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Graphic target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Graphic target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Image target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Image target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The gradient to useThe duration of the tween + 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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore 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; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore 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; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore 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 + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Outline target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Outline target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// 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 + /// The direction and strength of the punch (added to the RectTransform's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// 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 + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + + /// 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 + /// The duration of the tween + /// The shake strength + /// Indicates how much will the shake vibrate + /// 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. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// 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 + /// The duration of the tween + /// The shake strength on each axis + /// Indicates how much will the shake vibrate + /// 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. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// 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 + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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); + } + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + 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 + + /// 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 + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Text target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// + /// Tweens a Text's text from one integer to another, with options for thousands separators + /// + /// The value to start from + /// The end value to reach + /// The duration of the tween + /// If TRUE (default) also adds thousands separators + /// The to use (InvariantCulture if NULL) + public static TweenerCore 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 t = DOTween.To(() => v, x => { + v = x; + target.text = addThousandsSeparator + ? v.ToString("N0", cInfo) + : v.ToString(); + }, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Text target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// 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 + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// 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 + public static TweenerCore 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 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 + + /// 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 + /// The value to tween toThe duration of the tween + 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 + + /// 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 + /// The value to tween toThe duration of the tween + 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 + + /// 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 + /// The value to tween toThe duration of the tween + 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 + + /// 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. + /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" + /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) + /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) + /// The duration of the tween + /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore 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 + { + /// + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// + 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 diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 0000000..60d55ef --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a060394c03331a64392db53a10e7f2d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 0000000..8f818ba --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -0,0 +1,389 @@ +// 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 +{ + /// + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// + public static class DOTweenModuleUnityVersion + { + #region Material + + /// Tweens a Material's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + /// Tweens a Material's named color property using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to use + /// The name of the material property to tween (like _Tint or _SpecColor) + /// The duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.SetColor(property, c.color); + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region CustomYieldInstructions + + /// + /// Returns a that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForCompletion(true); + /// + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForCompletion(t); + } + + /// + /// Returns a that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForRewind(); + /// + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForRewind(t); + } + + /// + /// Returns a that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForKill(); + /// + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForKill(t); + } + + /// + /// Returns a that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForElapsedLoops(2); + /// + /// Elapsed loops to wait for + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); + } + + /// + /// Returns a that waits until the tween is killed + /// or has reached the given time position (loops included, delays excluded). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForPosition(2.5f); + /// + /// Position (loops included, delays excluded) to wait for + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForPosition(t, position); + } + + /// + /// Returns a that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForStart(); + /// + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForStart(t); + } + + #endregion + +#if UNITY_2018_1_OR_NEWER + #region Unity 2018.1 or Newer + + #region Material + + /// Tweens a Material's named texture offset property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's named texture scale property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region .NET 4.6 or Newer + +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) + + #region Async Instructions + + /// + /// Returns an async that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// Example usage:await myTween.WaitForCompletion(); + /// + public static async 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(); + } + + /// + /// Returns an async that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForRewind(); + /// + public static async 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(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async 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(); + } + + /// + /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForElapsedLoops(); + /// + /// Elapsed loops to wait for + public static async 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(); + } + + /// + /// Returns an async that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForPosition(); + /// + /// Position (loops included, delays excluded) to wait for + public static async 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(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async 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 █████████████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + 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; + } + } + } +} diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 0000000..290189f --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63c02322328255542995bd02b47b0457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 0000000..12a365d --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -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 +{ + /// + /// 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 + /// + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#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() != 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() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore t = null; + bool rBodyFoundAndTweened = false; +#if true // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent(); + 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(); + 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 + } + } +} diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..ab62186 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bcaf917d9cf5b84090421a5a2abe42e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt b/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 0000000..37ff7ef --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -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 \ No newline at end of file diff --git a/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 0000000..3799165 --- /dev/null +++ b/mycj/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: fccfc62abf2eb0a4db614853430894fd +TextScriptImporter: + userData: diff --git a/mycj/Assets/Plugins/Pixelplacement.meta b/mycj/Assets/Plugins/Pixelplacement.meta new file mode 100644 index 0000000..3ae5471 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c603184caafc5b74a962f708ae612855 +folderAsset: yes +timeCreated: 1537231325 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween.meta b/mycj/Assets/Plugins/Pixelplacement/iTween.meta new file mode 100644 index 0000000..53098bf --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c52a27418dce6fb4aa815158f78bb07b +folderAsset: yes +timeCreated: 1537231325 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Images.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/Images.meta new file mode 100644 index 0000000..f0843cf --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Images.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 20f5496af0a1a4ac1bcc8850db15c00a +folderAsset: yes +timeCreated: 1516932782 +licenseType: Store +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png b/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png new file mode 100644 index 0000000..5388a54 Binary files /dev/null and b/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png differ diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png.meta new file mode 100644 index 0000000..f50d826 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Images/iTweenNews.png.meta @@ -0,0 +1,147 @@ +fileFormatVersion: 2 +guid: 70ae88ee4c1a745d0819de61ec68af19 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 + cookieLightType: 1 + platformSettings: + - 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To install iTween create a folder named "Plugins" in your project's assets (if you are using C# the location of iTween does not matter as long as it is inside your assets folder). + +For complete documentation, examples and information visit: http://itween.pixelplacement.com \ No newline at end of file diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/ReadMe!/ReadMe!.txt.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/ReadMe!/ReadMe!.txt.meta new file mode 100644 index 0000000..e27a250 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/ReadMe!/ReadMe!.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: b68b11cac1ab04f95985e32ea67b8435 +TextScriptImporter: + userData: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Sample.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample.meta new file mode 100644 index 0000000..03fa169 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 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{fileID: 11500000, guid: 93cb45d44c16f45a4bbd5099fe096c20, type: 3} + m_Name: + m_EditorClassIdentifier: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/Sample.unity.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/Sample.unity.meta new file mode 100644 index 0000000..b0b3741 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/Sample.unity.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 17c6d1d46ed4a4cd19bb7f7a231386ba +DefaultImporter: + userData: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs new file mode 100644 index 0000000..e0c9107 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using System.Collections; + +public class SampleInfo : MonoBehaviour +{ +void OnGUI(){ + GUILayout.Label("iTween can spin, shake, punch, move, handle audio, fade color and transparency \nand much more with each task needing only one line of code."); + GUILayout.BeginHorizontal(); + GUILayout.Label("iTween works with C#, JavaScript and Boo. For full documentation and examples visit:"); + if(GUILayout.Button("http://itween.pixelplacement.com")){ + Application.OpenURL("http://itween.pixelplacement.com"); + } + GUILayout.EndHorizontal(); + } +} + diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs.meta b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs.meta new file mode 100644 index 0000000..f3b5700 --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/Sample/SampleInfo.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5273cf41de20842a5917d8346dffe707 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/mycj/Assets/Plugins/Pixelplacement/iTween/iTween.cs b/mycj/Assets/Plugins/Pixelplacement/iTween/iTween.cs new file mode 100644 index 0000000..a709c8c --- /dev/null +++ b/mycj/Assets/Plugins/Pixelplacement/iTween/iTween.cs @@ -0,0 +1,7194 @@ +// Copyright (c) 2011 - 2018 Bob Berkebile (pixelplacment) +// Please direct any bugs/comments/suggestions to http://pixelplacement.com +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in +// all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +// THE SOFTWARE. + +/* +TERMS OF USE - EASING EQUATIONS +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +*/ + +#region Namespaces +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using UnityEngine; +#endregion + +/// +/// Version: 2.0.7 +/// Author: Bob Berkebile (http://pixelplacement.com) +/// Support: http://itween.pixelplacement.com +/// +public class iTween : MonoBehaviour +{ + #region Variables + + //repository of all living iTweens: + public static List tweens = new List(); + + //status members (made public for visual troubleshooting in the inspector): + public string id, type, method; + public iTween.EaseType easeType; + public float time, delay; + public LoopType loopType; + public bool isRunning,isPaused; + /* GFX47 MOD START */ + public string _name; + /* GFX47 MOD END */ + + //private members: + private float runningTime, percentage; + private float delayStarted; //probably not neccesary that this be protected but it shuts Unity's compiler up about this being "never used" + private bool kinematic, isLocal, loop, reverse, wasPaused, physics; + private Hashtable tweenArguments; + private Space space; + private delegate float EasingFunction(float start, float end, float Value); + private delegate void ApplyTween(); + private EasingFunction ease; + private ApplyTween apply; + private AudioSource audioSource; + private Vector3[] vector3s; + private Vector2[] vector2s; + private Color[,] colors; + private float[] floats; + private Rect[] rects; + private CRSpline path; + private Vector3 preUpdate; + private Vector3 postUpdate; + private NamedValueColor namedcolorvalue; + + private float lastRealTime; // Added by PressPlay + private bool useRealTime; // Added by PressPlay + + private Transform thisTransform; + + + /// + /// The type of easing to use based on Robert Penner's open source easing equations (http://www.robertpenner.com/easing_terms_of_use.html). + /// + public enum EaseType{ + easeInQuad, + easeOutQuad, + easeInOutQuad, + easeInCubic, + easeOutCubic, + easeInOutCubic, + easeInQuart, + easeOutQuart, + easeInOutQuart, + easeInQuint, + easeOutQuint, + easeInOutQuint, + easeInSine, + easeOutSine, + easeInOutSine, + easeInExpo, + easeOutExpo, + easeInOutExpo, + easeInCirc, + easeOutCirc, + easeInOutCirc, + linear, + spring, + /* GFX47 MOD START */ + //bounce, + easeInBounce, + easeOutBounce, + easeInOutBounce, + /* GFX47 MOD END */ + easeInBack, + easeOutBack, + easeInOutBack, + /* GFX47 MOD START */ + //elastic, + easeInElastic, + easeOutElastic, + easeInOutElastic, + /* GFX47 MOD END */ + punch + } + + /// + /// The type of loop (if any) to use. + /// + public enum LoopType{ + /// + /// Do not loop. + /// + none, + /// + /// Rewind and replay. + /// + loop, + /// + /// Ping pong the animation back and forth. + /// + pingPong + } + + /// + /// Many shaders use more than one color. Use can have iTween's Color methods operate on them by name. + /// + public enum NamedValueColor{ + /// + /// The main color of a material. Used by default and not required for Color methods to work in iTween. + /// + _Color, + /// + /// The specular color of a material (used in specular/glossy/vertexlit shaders). + /// + _SpecColor, + /// + /// The emissive color of a material (used in vertexlit shaders). + /// + _Emission, + /// + /// The reflection color of the material (used in reflective shaders). + /// + _ReflectColor + } + + #endregion + + #region Defaults + + /// + /// A collection of baseline presets that iTween needs and utilizes if certain parameters are not provided. + /// + public static class Defaults{ + //general defaults: + public static float time = 1f; + public static float delay = 0f; + public static NamedValueColor namedColorValue = NamedValueColor._Color; + public static LoopType loopType = LoopType.none; + public static EaseType easeType = iTween.EaseType.easeOutExpo; + public static float lookSpeed = 3f; + public static bool isLocal = false; + public static Space space = Space.Self; + public static bool orientToPath = false; + public static Color color = Color.white; + //update defaults: + public static float updateTimePercentage = .05f; + public static float updateTime = 1f*updateTimePercentage; + //path look ahead amount: + public static float lookAhead = .05f; + public static bool useRealTime = false; // Added by PressPlay + //look direction: + public static Vector3 up = Vector3.up; + } + + #endregion + + #region #1 Static Registers + + /// + /// Sets up a GameObject to avoid hiccups when an initial iTween is added. It's advisable to run this on every object you intend to run iTween on in its Start or Awake. + /// + /// + /// A to be the target to be initialized for iTween. + /// + public static void Init(GameObject target){ + MoveBy(target,Vector3.zero,0); + } + + + /// + /// Returns a value to an 'oncallback' method interpolated between the supplied 'from' and 'to' values for application as desired. Requires an 'onupdate' callback that accepts the same type as the supplied 'from' and 'to' properties. + /// + /// + /// A or or or or or for the starting value. + /// + /// + /// A or or or or or for the ending value. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed (only works with Vector2, Vector3, and Floats) + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ValueTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + if (!args.Contains("onupdate") || !args.Contains("from") || !args.Contains("to")) { + Debug.LogError("iTween Error: ValueTo() requires an 'onupdate' callback function and a 'from' and 'to' property. The supplied 'onupdate' callback must accept a single argument that is the same type as the supplied 'from' and 'to' properties!"); + return; + }else{ + //establish iTween: + args["type"]="value"; + + if (args["from"].GetType() == typeof(Vector2)) { + args["method"]="vector2"; + }else if (args["from"].GetType() == typeof(Vector3)) { + args["method"]="vector3"; + }else if (args["from"].GetType() == typeof(Rect)) { + args["method"]="rect"; + }else if (args["from"].GetType() == typeof(Single)) { + args["method"]="float"; + }else if (args["from"].GetType() == typeof(Color)) { + args["method"]="color"; + }else{ + Debug.LogError("iTween Error: ValueTo() only works with interpolating Vector3s, Vector2s, floats, ints, Rects and Colors!"); + return; + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + Launch(target,args); + } + } + + /// + /// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with MINIMUM customization options. Identical to using ColorFrom and using the "a" parameter. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeFrom(GameObject target, float alpha, float time){ + FadeFrom(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Changes a GameObject's alpha value instantly then returns it to the provided alpha over time with FULL customization options. Identical to using ColorFrom and using the "a" parameter. + /// + /// + /// A or for the initial alpha value of the animation. + /// + /// + /// A or for the initial alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void FadeFrom(GameObject target, Hashtable args){ + ColorFrom(target,args); + } + + /// + /// Changes a GameObject's alpha value over time with MINIMUM customization options. Identical to using ColorTo and using the "a" parameter. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeTo(GameObject target, float alpha, float time){ + FadeTo(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Changes a GameObject's alpha value over time with FULL customization options. Identical to using ColorTo and using the "a" parameter. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void FadeTo(GameObject target, Hashtable args){ + ColorTo(target,args); + } + + /// + /// Changes a GameObject's color values instantly then returns them to the provided properties over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorFrom(GameObject target, Color color, float time){ + ColorFrom(target,Hash("color",color,"time",time)); + } + + /// + /// Changes a GameObject's color values instantly then returns them to the provided properties over time with FULL customization options. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ColorFrom(GameObject target, Hashtable args){ + Color fromColor = new Color(); + Color tempColor = new Color(); + + //clean args: + args = iTween.CleanArgs(args); + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + Hashtable argsCopy = (Hashtable)args.Clone(); + argsCopy["ischild"]=true; + ColorFrom(child.gameObject,argsCopy); + } + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //set tempColor and base fromColor: + if(target.GetComponent()){ + tempColor=fromColor=target.GetComponent().material.color; + }else if(target.GetComponent()){ + tempColor=fromColor=target.GetComponent().color; + } + + //set augmented fromColor: + if(args.Contains("color")){ + fromColor=(Color)args["color"]; + }else{ + if (args.Contains("r")) { + fromColor.r=(float)args["r"]; + } + if (args.Contains("g")) { + fromColor.g=(float)args["g"]; + } + if (args.Contains("b")) { + fromColor.b=(float)args["b"]; + } + if (args.Contains("a")) { + fromColor.a=(float)args["a"]; + } + } + + //alpha or amount? + if(args.Contains("amount")){ + fromColor.a=(float)args["amount"]; + args.Remove("amount"); + }else if(args.Contains("alpha")){ + fromColor.a=(float)args["alpha"]; + args.Remove("alpha"); + } + + //apply fromColor: + if(target.GetComponent()){ + target.GetComponent().material.color=fromColor; + }else if(target.GetComponent()){ + target.GetComponent().color=fromColor; + } + + //set new color arg: + args["color"]=tempColor; + + //establish iTween: + args["type"]="color"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Changes a GameObject's color values over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorTo(GameObject target, Color color, float time){ + ColorTo(target,Hash("color",color,"time",time)); + } + + /// + /// Changes a GameObject's color values over time with FULL customization options. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ColorTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + Hashtable argsCopy = (Hashtable)args.Clone(); + argsCopy["ischild"]=true; + ColorTo(child.gameObject,argsCopy); + } + } + + //set a default easeType of linear if none is supplied since eased color interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="color"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be changed. + /// + /// for the target level of volume. + /// A + /// + /// for the target pitch. + /// A + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioFrom(GameObject target, float volume, float pitch, float time){ + AudioFrom(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Instantly changes an AudioSource's volume and pitch then returns it to it's starting volume and pitch over time with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void AudioFrom(GameObject target, Hashtable args){ + Vector2 tempAudioProperties; + Vector2 fromAudioProperties; + AudioSource tempAudioSource; + + //clean args: + args = iTween.CleanArgs(args); + + //set tempAudioSource: + if(args.Contains("audiosource")){ + tempAudioSource=(AudioSource)args["audiosource"]; + }else{ + if(target.GetComponent()){ + tempAudioSource=target.GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioFrom requires an AudioSource."); + return; + } + } + + //set tempAudioProperties: + tempAudioProperties.x=fromAudioProperties.x=tempAudioSource.volume; + tempAudioProperties.y=fromAudioProperties.y=tempAudioSource.pitch; + + //set augmented fromAudioProperties: + if(args.Contains("volume")){ + fromAudioProperties.x=(float)args["volume"]; + } + if(args.Contains("pitch")){ + fromAudioProperties.y=(float)args["pitch"]; + } + + //apply fromAudioProperties: + tempAudioSource.volume=fromAudioProperties.x; + tempAudioSource.pitch=fromAudioProperties.y; + + //set new volume and pitch args: + args["volume"]=tempAudioProperties.x; + args["pitch"]=tempAudioProperties.y; + + //set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="audio"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Fades volume and pitch of an AudioSource with MINIMUM customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be changed. + /// + /// for the target level of volume. + /// A + /// + /// for the target pitch. + /// A + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioTo(GameObject target, float volume, float pitch, float time){ + AudioTo(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Fades volume and pitch of an AudioSource with FULL customization options. Default AudioSource attached to GameObject will be used (if one exists) if not supplied. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void AudioTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //set a default easeType of linear if none is supplied since eased audio interpolation is nearly unrecognizable: + if (!args.Contains("easetype")) { + args.Add("easetype",EaseType.linear); + } + + //establish iTween: + args["type"]="audio"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Plays an AudioClip once based on supplied volume and pitch and following any delay with MINIMUM customization options. AudioSource is optional as iTween will provide one. + /// + /// + /// A to be the target of the animation which holds the AudioSource to be utilized. + /// + /// + /// A for a reference to the AudioClip to be played. + /// + /// + /// A for the time in seconds the action will wait before beginning. + /// + public static void Stab(GameObject target, AudioClip audioclip, float delay){ + Stab(target,Hash("audioclip",audioclip,"delay",delay)); + } + + /// + /// Plays an AudioClip once based on supplied volume and pitch and following any delay with FULL customization options. AudioSource is optional as iTween will provide one. + /// + /// + /// A for a reference to the AudioClip to be played. + /// + /// + /// A for which AudioSource to use + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the action will wait before beginning. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void Stab(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="stab"; + Launch(target,args); + } + + /// + /// Instantly rotates a GameObject to look at the supplied Vector3 then returns it to it's starting rotation over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to be the Vector3 that the target will look towards. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookFrom(GameObject target, Vector3 looktarget, float time){ + LookFrom(target,Hash("looktarget",looktarget,"time",time)); + } + + /// + /// Instantly rotates a GameObject to look at a supplied Transform or Vector3 then returns it to it's starting rotation over time with FULL customization options. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void LookFrom(GameObject target, Hashtable args){ + Vector3 tempRotation; + Vector3 tempRestriction; + + //clean args: + args = iTween.CleanArgs(args); + + //set look: + tempRotation=target.transform.eulerAngles; + if (args["looktarget"].GetType() == typeof(Transform)) { + //target.transform.LookAt((Transform)args["looktarget"]); + target.transform.LookAt((Transform)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + }else if(args["looktarget"].GetType() == typeof(Vector3)){ + //target.transform.LookAt((Vector3)args["looktarget"]); + target.transform.LookAt((Vector3)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + } + + //axis restriction: + if(args.Contains("axis")){ + tempRestriction=target.transform.eulerAngles; + switch((string)args["axis"]){ + case "x": + tempRestriction.y=tempRotation.y; + tempRestriction.z=tempRotation.z; + break; + case "y": + tempRestriction.x=tempRotation.x; + tempRestriction.z=tempRotation.z; + break; + case "z": + tempRestriction.x=tempRotation.x; + tempRestriction.y=tempRotation.y; + break; + } + target.transform.eulerAngles=tempRestriction; + } + + //set new rotation: + args["rotation"] = tempRotation; + + //establish iTween + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Rotates a GameObject to look at the supplied Vector3 over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to be the Vector3 that the target will look towards. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookTo(GameObject target, Vector3 looktarget, float time){ + LookTo(target,Hash("looktarget",looktarget,"time",time)); + } + + /// + /// Rotates a GameObject to look at a supplied Transform or Vector3 over time with FULL customization options. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void LookTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("looktarget")){ + if (args["looktarget"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["looktarget"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + } + } + + //establish iTween + args["type"]="look"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Changes a GameObject's position over time to a supplied destination with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the destination Vector3. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveTo(GameObject target, Vector3 position, float time){ + MoveTo(target,Hash("position",position,"time",time)); + } + + /// + /// Changes a GameObject's position over time to a supplied destination with FULL customization options. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. + /// + /// + /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("position")){ + if (args["position"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["position"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween: + args["type"]="move"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the destination Vector3. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveFrom(GameObject target, Vector3 position, float time){ + MoveFrom(target,Hash("position",position,"time",time)); + } + + /// + /// Instantly changes a GameObject's position to a supplied destination then returns it to it's starting position over time with FULL customization options. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for a list of points to draw a Catmull-Rom through for a curved animation path. + /// + /// + /// A for whether to automatically generate a curve from the GameObject's current position to the beginning of the path. True by default. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for how much of a percentage to look ahead on a path to influence how strict "orientopath" is. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveFrom(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + bool tempIsLocal; + + //set tempIsLocal: + if(args.Contains("islocal")){ + tempIsLocal = (bool)args["islocal"]; + }else{ + tempIsLocal = Defaults.isLocal; + } + + if(args.Contains("path")){ + Vector3[] fromPath; + Vector3[] suppliedPath; + if(args["path"].GetType() == typeof(Vector3[])){ + Vector3[] temp = (Vector3[])args["path"]; + suppliedPath=new Vector3[temp.Length]; + Array.Copy(temp,suppliedPath, temp.Length); + }else{ + Transform[] temp = (Transform[])args["path"]; + suppliedPath = new Vector3[temp.Length]; + for (int i = 0; i < temp.Length; i++) { + suppliedPath[i]=temp[i].position; + } + } + if(suppliedPath[suppliedPath.Length-1] != target.transform.position){ + fromPath= new Vector3[suppliedPath.Length+1]; + Array.Copy(suppliedPath,fromPath,suppliedPath.Length); + if(tempIsLocal){ + fromPath[fromPath.Length-1] = target.transform.localPosition; + target.transform.localPosition=fromPath[0]; + }else{ + fromPath[fromPath.Length-1] = target.transform.position; + target.transform.position=fromPath[0]; + } + args["path"]=fromPath; + }else{ + if(tempIsLocal){ + target.transform.localPosition=suppliedPath[0]; + }else{ + target.transform.position=suppliedPath[0]; + } + args["path"]=suppliedPath; + } + }else{ + Vector3 tempPosition; + Vector3 fromPosition; + + //set tempPosition and base fromPosition: + if(tempIsLocal){ + tempPosition=fromPosition=target.transform.localPosition; + }else{ + tempPosition=fromPosition=target.transform.position; + } + + //set augmented fromPosition: + if(args.Contains("position")){ + if (args["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["position"]; + fromPosition=trans.position; + }else if(args["position"].GetType() == typeof(Vector3)){ + fromPosition=(Vector3)args["position"]; + } + }else{ + if (args.Contains("x")) { + fromPosition.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromPosition.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromPosition.z=(float)args["z"]; + } + } + + //apply fromPosition: + if(tempIsLocal){ + target.transform.localPosition = fromPosition; + }else{ + target.transform.position = fromPosition; + } + + //set new position arg: + args["position"]=tempPosition; + } + + //establish iTween: + args["type"]="move"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Translates a GameObject's position over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveAdd(GameObject target, Vector3 amount, float time){ + MoveAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Translates a GameObject's position over time with FULL customization options. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="move"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Adds the supplied coordinates to a GameObject's postion with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveBy(GameObject target, Vector3 amount, float time){ + MoveBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds the supplied coordinates to a GameObject's position with FULL customization options. + /// + /// + /// A for the amount of change in position to move the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void MoveBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="move"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Changes a GameObject's scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleTo(GameObject target, Vector3 scale, float time){ + ScaleTo(target,Hash("scale",scale,"time",time)); + } + + /// + /// Changes a GameObject's scale over time with FULL customization options. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("scale")){ + if (args["scale"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["scale"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween: + args["type"]="scale"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's scale then returns it to it's starting scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleFrom(GameObject target, Vector3 scale, float time){ + ScaleFrom(target,Hash("scale",scale,"time",time)); + } + + /// + /// Instantly changes a GameObject's scale then returns it to it's starting scale over time with FULL customization options. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleFrom(GameObject target, Hashtable args){ + Vector3 tempScale; + Vector3 fromScale; + + //clean args: + args = iTween.CleanArgs(args); + + //set base fromScale: + tempScale=fromScale=target.transform.localScale; + + //set augmented fromScale: + if(args.Contains("scale")){ + if (args["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["scale"]; + fromScale=trans.localScale; + }else if(args["scale"].GetType() == typeof(Vector3)){ + fromScale=(Vector3)args["scale"]; + } + }else{ + if (args.Contains("x")) { + fromScale.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromScale.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromScale.z=(float)args["z"]; + } + } + + //apply fromScale: + target.transform.localScale = fromScale; + + //set new scale arg: + args["scale"]=tempScale; + + //establish iTween: + args["type"]="scale"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Adds to a GameObject's scale over time with FULL customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of scale to be added to the GameObject's current scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleAdd(GameObject target, Vector3 amount, float time){ + ScaleAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds to a GameObject's scale over time with FULL customization options. + /// + /// + /// A for the amount to be added to the GameObject's current scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="scale"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Multiplies a GameObject's scale over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of scale to be multiplied by the GameObject's current scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleBy(GameObject target, Vector3 amount, float time){ + ScaleBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Multiplies a GameObject's scale over time with FULL customization options. + /// + /// + /// A for the amount to be multiplied to the GameObject's current scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ScaleBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="scale"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Rotates a GameObject to the supplied Euler angles in degrees over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateTo(GameObject target, Vector3 rotation, float time){ + RotateTo(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Rotates a GameObject to the supplied Euler angles in degrees over time with FULL customization options. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateTo(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //additional property to ensure ConflictCheck can work correctly since Transforms are refrences: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)) { + Transform transform = (Transform)args["rotation"]; + args["position"]=new Vector3(transform.position.x,transform.position.y,transform.position.z); + args["rotation"]=new Vector3(transform.eulerAngles.x,transform.eulerAngles.y,transform.eulerAngles.z); + args["scale"]=new Vector3(transform.localScale.x,transform.localScale.y,transform.localScale.z); + } + } + + //establish iTween + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate from. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateFrom(GameObject target, Vector3 rotation, float time){ + RotateFrom(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Instantly changes a GameObject's Euler angles in degrees then returns it to it's starting rotation over time (if allowed) with FULL customization options. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateFrom(GameObject target, Hashtable args){ + Vector3 tempRotation; + Vector3 fromRotation; + bool tempIsLocal; + + //clean args: + args = iTween.CleanArgs(args); + + //set tempIsLocal: + if(args.Contains("islocal")){ + tempIsLocal = (bool)args["islocal"]; + }else{ + tempIsLocal = Defaults.isLocal; + } + + //set tempRotation and base fromRotation: + if(tempIsLocal){ + tempRotation=fromRotation=target.transform.localEulerAngles; + }else{ + tempRotation=fromRotation=target.transform.eulerAngles; + } + + //set augmented fromRotation: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["rotation"]; + fromRotation=trans.eulerAngles; + }else if(args["rotation"].GetType() == typeof(Vector3)){ + fromRotation=(Vector3)args["rotation"]; + } + }else{ + if (args.Contains("x")) { + fromRotation.x=(float)args["x"]; + } + if (args.Contains("y")) { + fromRotation.y=(float)args["y"]; + } + if (args.Contains("z")) { + fromRotation.z=(float)args["z"]; + } + } + + //apply fromRotation: + if(tempIsLocal){ + target.transform.localEulerAngles = fromRotation; + }else{ + target.transform.eulerAngles = fromRotation; + } + + //set new rotation arg: + args["rotation"]=tempRotation; + + //establish iTween: + args["type"]="rotate"; + args["method"]="to"; + Launch(target,args); + } + + /// + /// Adds supplied Euler angles in degrees to a GameObject's rotation over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateAdd(GameObject target, Vector3 amount, float time){ + RotateAdd(target,Hash("amount",amount,"time",time)); + } + + /// + /// Adds supplied Euler angles in degrees to a GameObject's rotation over time with FULL customization options. + /// + /// + /// A for the amount of Euler angles in degrees to add to the current rotation of the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateAdd(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween: + args["type"]="rotate"; + args["method"]="add"; + Launch(target,args); + } + + /// + /// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the amount to be multiplied by 360 to rotate the GameObject. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateBy(GameObject target, Vector3 amount, float time){ + RotateBy(target,Hash("amount",amount,"time",time)); + } + + /// + /// Multiplies supplied values by 360 and rotates a GameObject by calculated amount over time with FULL customization options. + /// + /// + /// A for the amount to be multiplied by 360 to rotate the GameObject. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or can be used instead of time to allow animation based on speed + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the shape of the easing curve applied to the animation. + /// + /// + /// A or for the type of loop to apply once the animation has completed. + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void RotateBy(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="rotate"; + args["method"]="by"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's position by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakePosition(GameObject target, Vector3 amount, float time){ + ShakePosition(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's position by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakePosition(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="position"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's scale by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakeScale(GameObject target, Vector3 amount, float time){ + ShakeScale(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's scale by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakeScale(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="scale"; + Launch(target,args); + } + + /// + /// Randomly shakes a GameObject's rotation by a diminishing amount over time with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ShakeRotation(GameObject target, Vector3 amount, float time){ + ShakeRotation(target,Hash("amount",amount,"time",time)); + } + + /// + /// Randomly shakes a GameObject's rotation by a diminishing amount over time with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with shakes) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void ShakeRotation(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="shake"; + args["method"]="rotation"; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchPosition(GameObject target, Vector3 amount, float time){ + PunchPosition(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's position and wobbles it back to its initial position with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget". + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchPosition(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="position"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchRotation(GameObject target, Vector3 amount, float time){ + PunchRotation(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's rotation and wobbles it back to its initial rotation with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A for applying the transformation in either the world coordinate or local cordinate system. Defaults to local space. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchRotation(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="rotation"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + /// + /// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with MINIMUM customization options. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the magnitude of the punch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void PunchScale(GameObject target, Vector3 amount, float time){ + PunchScale(target,Hash("amount",amount,"time",time)); + } + + /// + /// Applies a jolt of force to a GameObject's scale and wobbles it back to its initial scale with FULL customization options. + /// + /// + /// A for the magnitude of shake. + /// + /// + /// A or for the individual setting of the x magnitude. + /// + /// + /// A or for the individual setting of the y magnitude. + /// + /// + /// A or for the individual setting of the z magnitude. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A or for the time in seconds the animation will wait before beginning. + /// + /// + /// A or for the type of loop to apply once the animation has completed. (only "loop" is allowed with punches) + /// + /// + /// A for the name of a function to launch at the beginning of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onstart" method. + /// + /// + /// A for arguments to be sent to the "onstart" method. + /// + /// + /// A for the name of a function to launch on every step of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "onupdate" method. + /// + /// + /// A for arguments to be sent to the "onupdate" method. + /// + /// + /// A for the name of a function to launch at the end of the animation. + /// + /// + /// A for a reference to the GameObject that holds the "oncomplete" method. + /// + /// + /// A for arguments to be sent to the "oncomplete" method. + /// + public static void PunchScale(GameObject target, Hashtable args){ + //clean args: + args = iTween.CleanArgs(args); + + //establish iTween + args["type"]="punch"; + args["method"]="scale"; + args["easetype"]=EaseType.punch; + Launch(target,args); + } + + #endregion + + #region #2 Generate Method Targets + + //call correct set target method and set tween application delegate: + void GenerateTargets(){ + switch (type) { + case "value": + switch (method) { + case "float": + GenerateFloatTargets(); + apply = new ApplyTween(ApplyFloatTargets); + break; + case "vector2": + GenerateVector2Targets(); + apply = new ApplyTween(ApplyVector2Targets); + break; + case "vector3": + GenerateVector3Targets(); + apply = new ApplyTween(ApplyVector3Targets); + break; + case "color": + GenerateColorTargets(); + apply = new ApplyTween(ApplyColorTargets); + break; + case "rect": + GenerateRectTargets(); + apply = new ApplyTween(ApplyRectTargets); + break; + } + break; + case "color": + switch (method) { + case "to": + GenerateColorToTargets(); + apply = new ApplyTween(ApplyColorToTargets); + break; + } + break; + case "audio": + switch (method) { + case "to": + GenerateAudioToTargets(); + apply = new ApplyTween(ApplyAudioToTargets); + break; + } + break; + case "move": + switch (method) { + case "to": + //using a path? + if(tweenArguments.Contains("path")){ + GenerateMoveToPathTargets(); + apply = new ApplyTween(ApplyMoveToPathTargets); + }else{ //not using a path? + GenerateMoveToTargets(); + apply = new ApplyTween(ApplyMoveToTargets); + } + break; + case "by": + case "add": + GenerateMoveByTargets(); + apply = new ApplyTween(ApplyMoveByTargets); + break; + } + break; + case "scale": + switch (method){ + case "to": + GenerateScaleToTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + case "by": + GenerateScaleByTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + case "add": + GenerateScaleAddTargets(); + apply = new ApplyTween(ApplyScaleToTargets); + break; + } + break; + case "rotate": + switch (method) { + case "to": + GenerateRotateToTargets(); + apply = new ApplyTween(ApplyRotateToTargets); + break; + case "add": + GenerateRotateAddTargets(); + apply = new ApplyTween(ApplyRotateAddTargets); + break; + case "by": + GenerateRotateByTargets(); + apply = new ApplyTween(ApplyRotateAddTargets); + break; + } + break; + case "shake": + switch (method) { + case "position": + GenerateShakePositionTargets(); + apply = new ApplyTween(ApplyShakePositionTargets); + break; + case "scale": + GenerateShakeScaleTargets(); + apply = new ApplyTween(ApplyShakeScaleTargets); + break; + case "rotation": + GenerateShakeRotationTargets(); + apply = new ApplyTween(ApplyShakeRotationTargets); + break; + } + break; + case "punch": + switch (method) { + case "position": + GeneratePunchPositionTargets(); + apply = new ApplyTween(ApplyPunchPositionTargets); + break; + case "rotation": + GeneratePunchRotationTargets(); + apply = new ApplyTween(ApplyPunchRotationTargets); + break; + case "scale": + GeneratePunchScaleTargets(); + apply = new ApplyTween(ApplyPunchScaleTargets); + break; + } + break; + case "look": + switch (method) { + case "to": + GenerateLookToTargets(); + apply = new ApplyTween(ApplyLookToTargets); + break; + } + break; + case "stab": + GenerateStabTargets(); + apply = new ApplyTween(ApplyStabTargets); + break; + } + } + + #endregion + + #region #3 Generate Specific Targets + + void GenerateRectTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + rects=new Rect[3]; + + //from and to values: + rects[0]=(Rect)tweenArguments["from"]; + rects[1]=(Rect)tweenArguments["to"]; + } + + void GenerateColorTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + colors=new Color[1,3]; + + //from and to values: + colors[0,0]=(Color)tweenArguments["from"]; + colors[0,1]=(Color)tweenArguments["to"]; + } + + void GenerateVector3Targets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from and to values: + vector3s[0]=(Vector3)tweenArguments["from"]; + vector3s[1]=(Vector3)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateVector2Targets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector2s=new Vector2[3]; + + //from and to values: + vector2s[0]=(Vector2)tweenArguments["from"]; + vector2s[1]=(Vector2)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + Vector3 fromV3 = new Vector3(vector2s[0].x,vector2s[0].y,0); + Vector3 toV3 = new Vector3(vector2s[1].x,vector2s[1].y,0); + float distance = Math.Abs(Vector3.Distance(fromV3,toV3)); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateFloatTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + floats=new float[3]; + + //from and to values: + floats[0]=(float)tweenArguments["from"]; + floats[1]=(float)tweenArguments["to"]; + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(floats[0] - floats[1]); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateColorToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + //colors = new Color[3]; + + //from and init to values: + if(GetComponent()){ + colors = new Color[GetComponent().materials.Length,3]; + for (int i = 0; i < GetComponent().materials.Length; i++) { + colors[i,0]=GetComponent().materials[i].GetColor(namedcolorvalue.ToString()); + colors[i,1]=GetComponent().materials[i].GetColor(namedcolorvalue.ToString()); + } + //colors[0] = colors[1] = renderer.material.color; + }else if(GetComponent()){ + colors = new Color[1,3]; + colors[0,0] = colors[0,1] = GetComponent().color; + }else{ + colors = new Color[1,3]; //empty placeholder incase the GO is perhaps an empty holder or something similar + } + + //to values: + if (tweenArguments.Contains("color")) { + //colors[1]=(Color)tweenArguments["color"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1]=(Color)tweenArguments["color"]; + } + }else{ + if (tweenArguments.Contains("r")) { + //colors[1].r=(float)tweenArguments["r"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].r=(float)tweenArguments["r"]; + } + } + if (tweenArguments.Contains("g")) { + //colors[1].g=(float)tweenArguments["g"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].g=(float)tweenArguments["g"]; + } + } + if (tweenArguments.Contains("b")) { + //colors[1].b=(float)tweenArguments["b"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].b=(float)tweenArguments["b"]; + } + } + if (tweenArguments.Contains("a")) { + //colors[1].a=(float)tweenArguments["a"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["a"]; + } + } + } + + //alpha or amount? + if(tweenArguments.Contains("amount")){ + //colors[1].a=(float)tweenArguments["amount"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["amount"]; + } + }else if(tweenArguments.Contains("alpha")){ + //colors[1].a=(float)tweenArguments["alpha"]; + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,1].a=(float)tweenArguments["alpha"]; + } + } + } + + void GenerateAudioToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector2s=new Vector2[3]; + + //set audioSource: + if(tweenArguments.Contains("audiosource")){ + audioSource=(AudioSource)tweenArguments["audiosource"]; + }else{ + if(GetComponent()){ + audioSource=GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioTo requires an AudioSource."); + Dispose(); + } + } + + //from values and default to values: + vector2s[0]=vector2s[1]=new Vector2(audioSource.volume,audioSource.pitch); + + //to values: + if (tweenArguments.Contains("volume")) { + vector2s[1].x=(float)tweenArguments["volume"]; + } + if (tweenArguments.Contains("pitch")) { + vector2s[1].y=(float)tweenArguments["pitch"]; + } + } + + void GenerateStabTargets(){ + //set audioSource: + if(tweenArguments.Contains("audiosource")){ + audioSource=(AudioSource)tweenArguments["audiosource"]; + }else{ + if(GetComponent()){ + audioSource=GetComponent(); + }else{ + //add and populate AudioSource if one doesn't exist: + gameObject.AddComponent(); + audioSource=GetComponent(); + audioSource.playOnAwake=false; + + } + } + + //populate audioSource's clip: + audioSource.clip=(AudioClip)tweenArguments["audioclip"]; + + //set audio's pitch and volume if requested: + if(tweenArguments.Contains("pitch")){ + audioSource.pitch=(float)tweenArguments["pitch"]; + } + if(tweenArguments.Contains("volume")){ + audioSource.volume=(float)tweenArguments["volume"]; + } + + //set run time based on length of clip after pitch is augmented + time=audioSource.clip.length/audioSource.pitch; + } + + void GenerateLookToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=thisTransform.eulerAngles; + + //set look: + if(tweenArguments.Contains("looktarget")){ + if (tweenArguments["looktarget"].GetType() == typeof(Transform)) { + //transform.LookAt((Transform)tweenArguments["looktarget"]); + thisTransform.LookAt((Transform)tweenArguments["looktarget"], (Vector3?)tweenArguments["up"] ?? Defaults.up); + }else if(tweenArguments["looktarget"].GetType() == typeof(Vector3)){ + //transform.LookAt((Vector3)tweenArguments["looktarget"]); + thisTransform.LookAt((Vector3)tweenArguments["looktarget"], (Vector3?)tweenArguments["up"] ?? Defaults.up); + } + }else{ + Debug.LogError("iTween Error: LookTo needs a 'looktarget' property!"); + Dispose(); + } + + //to values: + vector3s[1]=thisTransform.eulerAngles; + thisTransform.eulerAngles=vector3s[0]; + + //axis restriction: + if(tweenArguments.Contains("axis")){ + switch((string)tweenArguments["axis"]){ + case "x": + vector3s[1].y=vector3s[0].y; + vector3s[1].z=vector3s[0].z; + break; + case "y": + vector3s[1].x=vector3s[0].x; + vector3s[1].z=vector3s[0].z; + break; + case "z": + vector3s[1].x=vector3s[0].x; + vector3s[1].y=vector3s[0].y; + break; + } + } + + //shortest distance: + vector3s[1]=new Vector3(clerp(vector3s[0].x,vector3s[1].x,1),clerp(vector3s[0].y,vector3s[1].y,1),clerp(vector3s[0].z,vector3s[1].z,1)); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveToPathTargets(){ + Vector3[] suppliedPath; + + //create and store path points: + if(tweenArguments["path"].GetType() == typeof(Vector3[])){ + Vector3[] temp = (Vector3[])tweenArguments["path"]; + //if only one point is supplied fall back to MoveTo's traditional use since we can't have a curve with one value: + if(temp.Length==1){ + Debug.LogError("iTween Error: Attempting a path movement with MoveTo requires an array of more than 1 entry!"); + Dispose(); + } + suppliedPath=new Vector3[temp.Length]; + Array.Copy(temp,suppliedPath, temp.Length); + }else{ + Transform[] temp = (Transform[])tweenArguments["path"]; + //if only one point is supplied fall back to MoveTo's traditional use since we can't have a curve with one value: + if(temp.Length==1){ + Debug.LogError("iTween Error: Attempting a path movement with MoveTo requires an array of more than 1 entry!"); + Dispose(); + } + suppliedPath = new Vector3[temp.Length]; + for (int i = 0; i < temp.Length; i++) { + suppliedPath[i]=temp[i].position; + } + } + + //do we need to plot a path to get to the beginning of the supplied path? + bool plotStart; + int offset; + if(thisTransform.position != suppliedPath[0]){ + if(!tweenArguments.Contains("movetopath") || (bool)tweenArguments["movetopath"]==true){ + plotStart=true; + offset=3; + }else{ + plotStart=false; + offset=2; + } + }else{ + plotStart=false; + offset=2; + } + + //build calculated path: + vector3s = new Vector3[suppliedPath.Length+offset]; + if(plotStart){ + vector3s[1]=thisTransform.position; + offset=2; + }else{ + offset=1; + } + + //populate calculate path; + Array.Copy(suppliedPath,0,vector3s,offset,suppliedPath.Length); + + //populate start and end control points: + //vector3s[0] = vector3s[1] - vector3s[2]; + vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]); + vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]); + + //is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline! + if(vector3s[1] == vector3s[vector3s.Length-2]){ + Vector3[] tmpLoopSpline = new Vector3[vector3s.Length]; + Array.Copy(vector3s,tmpLoopSpline,vector3s.Length); + tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3]; + tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2]; + vector3s=new Vector3[tmpLoopSpline.Length]; + Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length); + } + + //create Catmull-Rom path: + path = new CRSpline(vector3s); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = PathLength(vector3s); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + if (isLocal) { + vector3s[0]=vector3s[1]=thisTransform.localPosition; + }else{ + vector3s[0]=vector3s[1]=thisTransform.position; + } + + //to values: + if (tweenArguments.Contains("position")) { + if (tweenArguments["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["position"]; + vector3s[1]=trans.position; + }else if(tweenArguments["position"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["position"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + tweenArguments["looktarget"] = vector3s[1]; + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateMoveByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in, [5] for dial in location: + vector3s=new Vector3[6]; + + //grab starting rotation: + vector3s[4] = thisTransform.eulerAngles; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=thisTransform.position; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=vector3s[0] + (Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=vector3s[0].x + (float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=vector3s[0].y +(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=vector3s[0].z + (float)tweenArguments["z"]; + } + } + + //calculation for dial in: + thisTransform.Translate(vector3s[1],space); + vector3s[5] = thisTransform.position; + thisTransform.position=vector3s[0]; + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + tweenArguments["looktarget"] = vector3s[1]; + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=thisTransform.localScale; + + //to values: + if (tweenArguments.Contains("scale")) { + if (tweenArguments["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["scale"]; + vector3s[1]=trans.localScale; + }else if(tweenArguments["scale"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["scale"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=thisTransform.localScale; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=Vector3.Scale(vector3s[1],(Vector3)tweenArguments["amount"]); + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x*=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y*=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z*=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateScaleAddTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=vector3s[1]=thisTransform.localScale; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateToTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + if (isLocal) { + vector3s[0]=vector3s[1]=thisTransform.localEulerAngles; + }else{ + vector3s[0]=vector3s[1]=thisTransform.eulerAngles; + } + + //to values: + if (tweenArguments.Contains("rotation")) { + if (tweenArguments["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)tweenArguments["rotation"]; + vector3s[1]=trans.eulerAngles; + }else if(tweenArguments["rotation"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)tweenArguments["rotation"]; + } + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + + //shortest distance: + vector3s[1]=new Vector3(clerp(vector3s[0].x,vector3s[1].x,1),clerp(vector3s[0].y,vector3s[1].y,1),clerp(vector3s[0].z,vector3s[1].z,1)); + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateAddTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Rotate usage to allow Space utilization: + vector3s=new Vector3[5]; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=thisTransform.eulerAngles; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=(float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateRotateByTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Rotate usage to allow Space utilization: + vector3s=new Vector3[4]; + + //from values: + vector3s[0]=vector3s[1]=vector3s[3]=thisTransform.eulerAngles; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]+=Vector3.Scale((Vector3)tweenArguments["amount"],new Vector3(360,360,360)); + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x+=360 * (float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y+=360 * (float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z+=360 * (float)tweenArguments["z"]; + } + } + + //need for speed? + if(tweenArguments.Contains("speed")){ + float distance = Math.Abs(Vector3.Distance(vector3s[0],vector3s[1])); + time = distance/(float)tweenArguments["speed"]; + } + } + + void GenerateShakePositionTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] original rotation to make sure look requests don't interfere with the direction object should move in: + vector3s=new Vector3[4]; + + //grab starting rotation: + vector3s[3] = thisTransform.eulerAngles; + + //root: + vector3s[0]=thisTransform.position; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GenerateShakeScaleTargets(){ + //values holder [0] root value, [1] amount, [2] generated amount: + vector3s=new Vector3[3]; + + //root: + vector3s[0]=thisTransform.localScale; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GenerateShakeRotationTargets(){ + //values holder [0] root value, [1] amount, [2] generated amount: + vector3s=new Vector3[3]; + + //root: + vector3s[0]=thisTransform.eulerAngles; + + //amount: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchPositionTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization, [4] original rotation to make sure look requests don't interfere with the direction object should move in: + vector3s=new Vector3[5]; + + //grab starting rotation: + vector3s[4] = thisTransform.eulerAngles; + + //from values: + vector3s[0]=thisTransform.position; + vector3s[1]=vector3s[3]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchRotationTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation, [3] previous value for Translate usage to allow Space utilization: + vector3s=new Vector3[4]; + + //from values: + vector3s[0]=thisTransform.eulerAngles; + vector3s[1]=vector3s[3]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + void GeneratePunchScaleTargets(){ + //values holder [0] from, [1] to, [2] calculated value from ease equation: + vector3s=new Vector3[3]; + + //from values: + vector3s[0]=thisTransform.localScale; + vector3s[1]=Vector3.zero; + + //to values: + if (tweenArguments.Contains("amount")) { + vector3s[1]=(Vector3)tweenArguments["amount"]; + }else{ + if (tweenArguments.Contains("x")) { + vector3s[1].x=(float)tweenArguments["x"]; + } + if (tweenArguments.Contains("y")) { + vector3s[1].y=(float)tweenArguments["y"]; + } + if (tweenArguments.Contains("z")) { + vector3s[1].z=(float)tweenArguments["z"]; + } + } + } + + #endregion + + #region #4 Apply Targets + + void ApplyRectTargets(){ + //calculate: + rects[2].x = ease(rects[0].x,rects[1].x,percentage); + rects[2].y = ease(rects[0].y,rects[1].y,percentage); + rects[2].width = ease(rects[0].width,rects[1].width,percentage); + rects[2].height = ease(rects[0].height,rects[1].height,percentage); + + //apply: + tweenArguments["onupdateparams"]=rects[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=rects[1]; + } + } + + void ApplyColorTargets(){ + //calculate: + colors[0,2].r = ease(colors[0,0].r,colors[0,1].r,percentage); + colors[0,2].g = ease(colors[0,0].g,colors[0,1].g,percentage); + colors[0,2].b = ease(colors[0,0].b,colors[0,1].b,percentage); + colors[0,2].a = ease(colors[0,0].a,colors[0,1].a,percentage); + + //apply: + tweenArguments["onupdateparams"]=colors[0,2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=colors[0,1]; + } + } + + void ApplyVector3Targets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + tweenArguments["onupdateparams"]=vector3s[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=vector3s[1]; + } + } + + void ApplyVector2Targets(){ + //calculate: + vector2s[2].x = ease(vector2s[0].x,vector2s[1].x,percentage); + vector2s[2].y = ease(vector2s[0].y,vector2s[1].y,percentage); + + //apply: + tweenArguments["onupdateparams"]=vector2s[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=vector2s[1]; + } + } + + void ApplyFloatTargets(){ + //calculate: + floats[2] = ease(floats[0],floats[1],percentage); + + //apply: + tweenArguments["onupdateparams"]=floats[2]; + + //dial in: + if(percentage==1){ + tweenArguments["onupdateparams"]=floats[1]; + } + } + + void ApplyColorToTargets(){ + //calculate: + for (int i = 0; i < colors.GetLength(0); i++) { + colors[i,2].r = ease(colors[i,0].r,colors[i,1].r,percentage); + colors[i,2].g = ease(colors[i,0].g,colors[i,1].g,percentage); + colors[i,2].b = ease(colors[i,0].b,colors[i,1].b,percentage); + colors[i,2].a = ease(colors[i,0].a,colors[i,1].a,percentage); + } + /* + colors[2].r = ease(colors[0].r,colors[1].r,percentage); + colors[2].g = ease(colors[0].g,colors[1].g,percentage); + colors[2].b = ease(colors[0].b,colors[1].b,percentage); + colors[2].a = ease(colors[0].a,colors[1].a,percentage); + */ + + //apply: + if(GetComponent()){ + //renderer.material.color=colors[2]; + for (int i = 0; i < colors.GetLength(0); i++) { + GetComponent().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,2]); + } + }else if(GetComponent()){ + //light.color=colors[2]; + GetComponent().color=colors[0,2]; + } + + //dial in: + if(percentage==1){ + if(GetComponent()){ + //renderer.material.color=colors[1]; + for (int i = 0; i < colors.GetLength(0); i++) { + GetComponent().materials[i].SetColor(namedcolorvalue.ToString(),colors[i,1]); + } + }else if(GetComponent()){ + //light.color=colors[1]; + GetComponent().color=colors[0,1]; + } + } + } + + void ApplyAudioToTargets(){ + //calculate: + vector2s[2].x = ease(vector2s[0].x,vector2s[1].x,percentage); + vector2s[2].y = ease(vector2s[0].y,vector2s[1].y,percentage); + + //apply: + audioSource.volume=vector2s[2].x; + audioSource.pitch=vector2s[2].y; + + //dial in: + if(percentage==1){ + audioSource.volume=vector2s[1].x; + audioSource.pitch=vector2s[1].y; + } + } + + void ApplyStabTargets(){ + //unnecessary but here just in case + } + + void ApplyMoveToPathTargets(){ + preUpdate = thisTransform.position; + float t = ease(0,1,percentage); + float lookAheadAmount; + + //clamp easing equation results as "back" will fail since overshoots aren't handled in the Catmull-Rom interpolation: + if(isLocal){ + thisTransform.localPosition=path.Interp(Mathf.Clamp(t,0,1)); + }else{ + thisTransform.position=path.Interp(Mathf.Clamp(t,0,1)); + } + + //handle orient to path request: + if(tweenArguments.Contains("orienttopath") && (bool)tweenArguments["orienttopath"]){ + + //plot a point slightly ahead in the interpolation by pushing the percentage forward using the default lookahead value: + float tLook; + if(tweenArguments.Contains("lookahead")){ + lookAheadAmount = (float)tweenArguments["lookahead"]; + }else{ + lookAheadAmount = Defaults.lookAhead; + } + //tLook = ease(0,1,percentage+lookAheadAmount); + tLook = ease(0,1, Mathf.Min(1f, percentage+lookAheadAmount)); + + //locate new leading point with a clamp as stated above: + //Vector3 lookDistance = path.Interp(Mathf.Clamp(tLook,0,1)) - transform.position; + tweenArguments["looktarget"] = path.Interp(Mathf.Clamp(tLook,0,1)); + } + + //need physics? + postUpdate=thisTransform.position; + if(physics){ + thisTransform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyMoveToTargets(){ + //record current: + preUpdate=thisTransform.position; + + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + thisTransform.localPosition=vector3s[2]; + }else{ + thisTransform.position=vector3s[2]; + } + + //dial in: + if(percentage==1){ + if (isLocal) { + thisTransform.localPosition=vector3s[1]; + }else{ + thisTransform.position=vector3s[1]; + } + } + + //need physics? + postUpdate=thisTransform.position; + if(physics){ + thisTransform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyMoveByTargets(){ + preUpdate = thisTransform.position; + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = thisTransform.eulerAngles; + thisTransform.eulerAngles = vector3s[4]; + } + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + thisTransform.Translate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + thisTransform.eulerAngles = currentRotation; + } + + /* + //dial in: + if(percentage==1){ + transform.position=vector3s[5]; + } + */ + + //need physics? + postUpdate=thisTransform.position; + if(physics){ + thisTransform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyScaleToTargets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + thisTransform.localScale=vector3s[2]; + + //dial in: + if(percentage==1){ + thisTransform.localScale=vector3s[1]; + } + } + + void ApplyLookToTargets(){ + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + thisTransform.localRotation = Quaternion.Euler(vector3s[2]); + }else{ + thisTransform.rotation = Quaternion.Euler(vector3s[2]); + }; + } + + void ApplyRotateToTargets(){ + preUpdate=thisTransform.eulerAngles; + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + if (isLocal) { + thisTransform.localRotation = Quaternion.Euler(vector3s[2]); + }else{ + thisTransform.rotation = Quaternion.Euler(vector3s[2]); + }; + + //dial in: + if(percentage==1){ + if (isLocal) { + thisTransform.localRotation = Quaternion.Euler(vector3s[1]); + }else{ + thisTransform.rotation = Quaternion.Euler(vector3s[1]); + }; + } + + //need physics? + postUpdate=thisTransform.eulerAngles; + if(physics){ + thisTransform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyRotateAddTargets(){ + preUpdate = thisTransform.eulerAngles; + + //calculate: + vector3s[2].x = ease(vector3s[0].x,vector3s[1].x,percentage); + vector3s[2].y = ease(vector3s[0].y,vector3s[1].y,percentage); + vector3s[2].z = ease(vector3s[0].z,vector3s[1].z,percentage); + + //apply: + thisTransform.Rotate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //need physics? + postUpdate=thisTransform.eulerAngles; + if(physics){ + thisTransform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyShakePositionTargets(){ + //preUpdate = transform.position; + if (isLocal) { + preUpdate = thisTransform.localPosition; + }else{ + preUpdate = thisTransform.position; + } + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = thisTransform.eulerAngles; + thisTransform.eulerAngles = vector3s[3]; + } + + //impact: + if (percentage==0) { + thisTransform.Translate(vector3s[1],space); + } + + //transform.position=vector3s[0]; + //reset: + if (isLocal) { + thisTransform.localPosition=vector3s[0]; + }else{ + thisTransform.position=vector3s[0]; + } + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + //transform.Translate(vector3s[2],space); + if (isLocal) { + thisTransform.localPosition+=vector3s[2]; + }else{ + thisTransform.position+=vector3s[2]; + } + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + thisTransform.eulerAngles = currentRotation; + } + + //need physics? + postUpdate=thisTransform.position; + if(physics){ + thisTransform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyShakeScaleTargets(){ + //impact: + if (percentage==0) { + thisTransform.localScale=vector3s[1]; + } + + //reset: + thisTransform.localScale=vector3s[0]; + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + thisTransform.localScale+=vector3s[2]; + } + + void ApplyShakeRotationTargets(){ + preUpdate = thisTransform.eulerAngles; + + //impact: + if (percentage==0) { + thisTransform.Rotate(vector3s[1],space); + } + + //reset: + thisTransform.eulerAngles=vector3s[0]; + + //generate: + float diminishingControl = 1-percentage; + vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl); + vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl); + vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl); + + //apply: + thisTransform.Rotate(vector3s[2],space); + + //need physics? + postUpdate=thisTransform.eulerAngles; + if(physics){ + thisTransform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyPunchPositionTargets(){ + preUpdate = thisTransform.position; + + //reset rotation to prevent look interferences as object rotates and attempts to move with translate and record current rotation + Vector3 currentRotation = new Vector3(); + + if(tweenArguments.Contains("looktarget")){ + currentRotation = thisTransform.eulerAngles; + thisTransform.eulerAngles = vector3s[4]; + } + + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + thisTransform.Translate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //reset rotation: + if(tweenArguments.Contains("looktarget")){ + thisTransform.eulerAngles = currentRotation; + } + + //dial in: + /* + if(percentage==1){ + transform.position=vector3s[0]; + } + */ + + //need physics? + postUpdate=thisTransform.position; + if(physics){ + thisTransform.position=preUpdate; + GetComponent().MovePosition(postUpdate); + } + } + + void ApplyPunchRotationTargets(){ + preUpdate = thisTransform.eulerAngles; + + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + thisTransform.Rotate(vector3s[2]-vector3s[3],space); + + //record: + vector3s[3]=vector3s[2]; + + //dial in: + /* + if(percentage==1){ + transform.eulerAngles=vector3s[0]; + } + */ + + //need physics? + postUpdate=thisTransform.eulerAngles; + if(physics){ + thisTransform.eulerAngles=preUpdate; + GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + void ApplyPunchScaleTargets(){ + //calculate: + if(vector3s[1].x>0){ + vector3s[2].x = punch(vector3s[1].x,percentage); + }else if(vector3s[1].x<0){ + vector3s[2].x=-punch(Mathf.Abs(vector3s[1].x),percentage); + } + if(vector3s[1].y>0){ + vector3s[2].y=punch(vector3s[1].y,percentage); + }else if(vector3s[1].y<0){ + vector3s[2].y=-punch(Mathf.Abs(vector3s[1].y),percentage); + } + if(vector3s[1].z>0){ + vector3s[2].z=punch(vector3s[1].z,percentage); + }else if(vector3s[1].z<0){ + vector3s[2].z=-punch(Mathf.Abs(vector3s[1].z),percentage); + } + + //apply: + thisTransform.localScale=vector3s[0]+vector3s[2]; + + //dial in: + /* + if(percentage==1){ + transform.localScale=vector3s[0]; + } + */ + } + + #endregion + + #region #5 Tween Steps + + IEnumerator TweenDelay(){ + delayStarted = Time.time; + yield return new WaitForSeconds (delay); + if(wasPaused){ + wasPaused=false; + TweenStart(); + } + } + + void TweenStart(){ + CallBack("onstart"); + + if(!loop){//only if this is not a loop + ConflictCheck(); + GenerateTargets(); + } + + //run stab: + if(type == "stab"){ + audioSource.PlayOneShot(audioSource.clip); + } + + //toggle isKinematic for iTweens that may interfere with physics: + if (type == "move" || type=="scale" || type=="rotate" || type=="punch" || type=="shake" || type=="curve" || type=="look") { + EnableKinematic(); + } + + isRunning = true; + } + + IEnumerator TweenRestart(){ + if(delay > 0){ + delayStarted = Time.time; + yield return new WaitForSeconds (delay); + } + loop=true; + TweenStart(); + } + + void TweenUpdate(){ + apply(); + CallBack("onupdate"); + UpdatePercentage(); + } + + void TweenComplete(){ + isRunning=false; + + //dial in percentage to 1 or 0 for final run: + if(percentage>.5f){ + percentage=1f; + }else{ + percentage=0; + } + + //apply dial in and final run: + apply(); + if(type == "value"){ + CallBack("onupdate"); //CallBack run for ValueTo since it only calculates and applies in the update callback + } + + //loop or dispose? + if(loopType==LoopType.none){ + Dispose(); + }else{ + TweenLoop(); + } + + CallBack("oncomplete"); + } + + void TweenLoop(){ + DisableKinematic(); //give physics control again + switch(loopType){ + case LoopType.loop: + //rewind: + percentage=0; + runningTime=0; + apply(); + + //replay: + StartCoroutine("TweenRestart"); + break; + case LoopType.pingPong: + reverse = !reverse; + runningTime=0; + + //replay: + StartCoroutine("TweenRestart"); + break; + } + } + + #endregion + + #region #6 Update Callable + + /// + /// Returns a Rect that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Rect RectUpdate(Rect currentValue, Rect targetValue, float speed){ + Rect diff = new Rect(FloatUpdate(currentValue.x, targetValue.x, speed), FloatUpdate(currentValue.y, targetValue.y, speed), FloatUpdate(currentValue.width, targetValue.width, speed), FloatUpdate(currentValue.height, targetValue.height, speed)); + return (diff); + } + + /// + /// Returns a Vector3 that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Vector3 Vector3Update(Vector3 currentValue, Vector3 targetValue, float speed){ + Vector3 diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Returns a Vector2 that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static Vector2 Vector2Update(Vector2 currentValue, Vector2 targetValue, float speed){ + Vector2 diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Returns a float that is eased between a current and target value by the supplied speed. + /// + /// + /// A + /// + /// + /// A the starting or initial value + /// + /// + /// A the target value that the current value will be eased to. + /// + /// + /// A to be used as rate of speed (larger number equals faster animation) + /// + public static float FloatUpdate(float currentValue, float targetValue, float speed){ + float diff = targetValue - currentValue; + currentValue += (diff * speed) * Time.deltaTime; + return (currentValue); + } + + /// + /// Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the final alpha value of the animation. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void FadeUpdate(GameObject target, Hashtable args){ + args["a"]=args["alpha"]; + ColorUpdate(target,args); + } + + /// + /// Similar to FadeTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final alpha value of the animation. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void FadeUpdate(GameObject target, float alpha, float time){ + FadeUpdate(target,Hash("alpha",alpha,"time",time)); + } + + /// + /// Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A or for the individual setting of the color red. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the color green. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A or for the individual setting of the alpha. + /// + /// + /// A for whether or not to include children of this GameObject. True by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void ColorUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Color[] colors = new Color[4]; + + //handle children: + if(!args.Contains("includechildren") || (bool)args["includechildren"]){ + foreach(Transform child in target.transform){ + ColorUpdate(child.gameObject,args); + } + } + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //init values: + if(target.GetComponent()){ + colors[0] = colors[1] = target.GetComponent().material.color; + }else if(target.GetComponent()){ + colors[0] = colors[1] = target.GetComponent().color; + } + + //to values: + if (args.Contains("color")) { + colors[1]=(Color)args["color"]; + }else{ + if (args.Contains("r")) { + colors[1].r=(float)args["r"]; + } + if (args.Contains("g")) { + colors[1].g=(float)args["g"]; + } + if (args.Contains("b")) { + colors[1].b=(float)args["b"]; + } + if (args.Contains("a")) { + colors[1].a=(float)args["a"]; + } + } + + //calculate: + colors[3].r=Mathf.SmoothDamp(colors[0].r,colors[1].r,ref colors[2].r,time); + colors[3].g=Mathf.SmoothDamp(colors[0].g,colors[1].g,ref colors[2].g,time); + colors[3].b=Mathf.SmoothDamp(colors[0].b,colors[1].b,ref colors[2].b,time); + colors[3].a=Mathf.SmoothDamp(colors[0].a,colors[1].a,ref colors[2].a,time); + + //apply: + if(target.GetComponent()){ + target.GetComponent().material.color=colors[3]; + }else if(target.GetComponent()){ + target.GetComponent().color=colors[3]; + } + } + + /// + /// Similar to ColorTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A to change the GameObject's color to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ColorUpdate(GameObject target, Color color, float time){ + ColorUpdate(target,Hash("color",color,"time",time)); + } + + /// + /// Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A for which AudioSource to use. + /// + /// + /// A or for the target level of volume. + /// + /// + /// A or for the target pitch. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void AudioUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + AudioSource audioSource; + float time; + Vector2[] vector2s = new Vector2[4]; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set audioSource: + if(args.Contains("audiosource")){ + audioSource=(AudioSource)args["audiosource"]; + }else{ + if(target.GetComponent()){ + audioSource=target.GetComponent(); + }else{ + //throw error if no AudioSource is available: + Debug.LogError("iTween Error: AudioUpdate requires an AudioSource."); + return; + } + } + + //from values: + vector2s[0] = vector2s[1] = new Vector2(audioSource.volume,audioSource.pitch); + + //set to: + if(args.Contains("volume")){ + vector2s[1].x=(float)args["volume"]; + } + if(args.Contains("pitch")){ + vector2s[1].y=(float)args["pitch"]; + } + + //calculate: + vector2s[3].x=Mathf.SmoothDampAngle(vector2s[0].x,vector2s[1].x,ref vector2s[2].x,time); + vector2s[3].y=Mathf.SmoothDampAngle(vector2s[0].y,vector2s[1].y,ref vector2s[2].y,time); + + //apply: + audioSource.volume=vector2s[3].x; + audioSource.pitch=vector2s[3].y; + } + + /// + /// Similar to AudioTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target level of volume. + /// + /// + /// A for the target pitch. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void AudioUpdate(GameObject target, float volume, float pitch, float time){ + AudioUpdate(target,Hash("volume",volume,"pitch",pitch,"time",time)); + } + + /// + /// Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the target Euler angles in degrees to rotate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void RotateUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + bool isLocal; + float time; + Vector3[] vector3s = new Vector3[4]; + Vector3 preUpdate = target.transform.eulerAngles; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set isLocal: + if(args.Contains("islocal")){ + isLocal = (bool)args["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + //from values: + if(isLocal){ + vector3s[0] = target.transform.localEulerAngles; + }else{ + vector3s[0] = target.transform.eulerAngles; + } + + //set to: + if(args.Contains("rotation")){ + if (args["rotation"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["rotation"]; + vector3s[1]=trans.eulerAngles; + }else if(args["rotation"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["rotation"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDampAngle(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDampAngle(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDampAngle(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + if(isLocal){ + target.transform.localEulerAngles=vector3s[3]; + }else{ + target.transform.eulerAngles=vector3s[3]; + } + + //need physics? + if(target.GetComponent() != null){ + Vector3 postUpdate=target.transform.eulerAngles; + target.transform.eulerAngles=preUpdate; + target.GetComponent().MoveRotation(Quaternion.Euler(postUpdate)); + } + } + + /// + /// Similar to RotateTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the target Euler angles in degrees to rotate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void RotateUpdate(GameObject target, Vector3 rotation, float time){ + RotateUpdate(target,Hash("rotation",rotation,"time",time)); + } + + /// + /// Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for the final scale. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void ScaleUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[4]; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //init values: + vector3s[0] = vector3s[1] = target.transform.localScale; + + //to values: + if (args.Contains("scale")) { + if (args["scale"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["scale"]; + vector3s[1]=trans.localScale; + }else if(args["scale"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["scale"]; + } + }else{ + if (args.Contains("x")) { + vector3s[1].x=(float)args["x"]; + } + if (args.Contains("y")) { + vector3s[1].y=(float)args["y"]; + } + if (args.Contains("z")) { + vector3s[1].z=(float)args["z"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDamp(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDamp(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDamp(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + target.transform.localScale=vector3s[3]; + } + + /// + /// Similar to ScaleTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for the final scale. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void ScaleUpdate(GameObject target, Vector3 scale, float time){ + ScaleUpdate(target,Hash("scale",scale,"time",time)); + } + + /// + /// Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for a point in space the GameObject will animate to. + /// + /// + /// A or for the individual setting of the x axis. + /// + /// + /// A or for the individual setting of the y axis. + /// + /// + /// A or for the individual setting of the z axis. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + /// + /// A for whether to animate in world space or relative to the parent. False by default. + /// + /// + /// A for whether or not the GameObject will orient to its direction of travel. False by default. + /// + /// + /// A or A for a target the GameObject will look at. + /// + /// + /// A or for the time in seconds the object will take to look at either the "looktarget" or "orienttopath". + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + public static void MoveUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[4]; + bool isLocal; + Vector3 preUpdate = target.transform.position; + + //set smooth time: + if(args.Contains("time")){ + time=(float)args["time"]; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //set isLocal: + if(args.Contains("islocal")){ + isLocal = (bool)args["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + //init values: + if(isLocal){ + vector3s[0] = vector3s[1] = target.transform.localPosition; + }else{ + vector3s[0] = vector3s[1] = target.transform.position; + } + + //to values: + if (args.Contains("position")) { + if (args["position"].GetType() == typeof(Transform)){ + Transform trans = (Transform)args["position"]; + vector3s[1]=trans.position; + }else if(args["position"].GetType() == typeof(Vector3)){ + vector3s[1]=(Vector3)args["position"]; + } + }else{ + if (args.Contains("x")) { + vector3s[1].x=(float)args["x"]; + } + if (args.Contains("y")) { + vector3s[1].y=(float)args["y"]; + } + if (args.Contains("z")) { + vector3s[1].z=(float)args["z"]; + } + } + + //calculate: + vector3s[3].x=Mathf.SmoothDamp(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDamp(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDamp(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //handle orient to path: + if(args.Contains("orienttopath") && (bool)args["orienttopath"]){ + args["looktarget"] = vector3s[3]; + } + + //look applications: + if(args.Contains("looktarget")){ + iTween.LookUpdate(target,args); + } + + //apply: + if(isLocal){ + target.transform.localPosition = vector3s[3]; + }else{ + target.transform.position=vector3s[3]; + } + + //need physics? + if(target.GetComponent() != null){ + Vector3 postUpdate=target.transform.position; + target.transform.position=preUpdate; + target.GetComponent().MovePosition(postUpdate); + } + } + + /// + /// Similar to MoveTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with MINIMUM customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for a point in space the GameObject will animate to. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void MoveUpdate(GameObject target, Vector3 position, float time){ + MoveUpdate(target,Hash("position",position,"time",time)); + } + + /// + /// Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A or for a target the GameObject will look at. + /// + /// + /// A . Restricts rotation to the supplied axis only. + /// + /// + /// A or for the time in seconds the animation will take to complete. + /// + public static void LookUpdate(GameObject target, Hashtable args){ + CleanArgs(args); + + float time; + Vector3[] vector3s = new Vector3[5]; + + //set smooth time: + if(args.Contains("looktime")){ + time=(float)args["looktime"]; + time*=Defaults.updateTimePercentage; + }else if(args.Contains("time")){ + time=(float)args["time"]*.15f; + time*=Defaults.updateTimePercentage; + }else{ + time=Defaults.updateTime; + } + + //from values: + vector3s[0] = target.transform.eulerAngles; + + //set look: + if(args.Contains("looktarget")){ + if (args["looktarget"].GetType() == typeof(Transform)) { + //target.transform.LookAt((Transform)args["looktarget"]); + target.transform.LookAt((Transform)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + }else if(args["looktarget"].GetType() == typeof(Vector3)){ + //target.transform.LookAt((Vector3)args["looktarget"]); + target.transform.LookAt((Vector3)args["looktarget"], (Vector3?)args["up"] ?? Defaults.up); + } + }else{ + Debug.LogError("iTween Error: LookUpdate needs a 'looktarget' property!"); + return; + } + + //to values and reset look: + vector3s[1]=target.transform.eulerAngles; + target.transform.eulerAngles=vector3s[0]; + + //calculate: + vector3s[3].x=Mathf.SmoothDampAngle(vector3s[0].x,vector3s[1].x,ref vector3s[2].x,time); + vector3s[3].y=Mathf.SmoothDampAngle(vector3s[0].y,vector3s[1].y,ref vector3s[2].y,time); + vector3s[3].z=Mathf.SmoothDampAngle(vector3s[0].z,vector3s[1].z,ref vector3s[2].z,time); + + //apply: + target.transform.eulerAngles=vector3s[3]; + + //axis restriction: + if(args.Contains("axis")){ + vector3s[4]=target.transform.eulerAngles; + switch((string)args["axis"]){ + case "x": + vector3s[4].y=vector3s[0].y; + vector3s[4].z=vector3s[0].z; + break; + case "y": + vector3s[4].x=vector3s[0].x; + vector3s[4].z=vector3s[0].z; + break; + case "z": + vector3s[4].x=vector3s[0].x; + vector3s[4].y=vector3s[0].y; + break; + } + + //apply axis restriction: + target.transform.eulerAngles=vector3s[4]; + } + } + + /// + /// Similar to LookTo but incredibly less expensive for usage inside the Update function or similar looping situations involving a "live" set of changing values with FULL customization options. Does not utilize an EaseType. + /// + /// + /// A to be the target of the animation. + /// + /// + /// A for a target the GameObject will look at. + /// + /// + /// A for the time in seconds the animation will take to complete. + /// + public static void LookUpdate(GameObject target, Vector3 looktarget, float time){ + LookUpdate(target,Hash("looktarget",looktarget,"time",time)); + } + + #endregion + + #region #7 External Utilities + + /// + /// Returns the length of a curved path drawn through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static float PathLength(Transform[] path){ + Vector3[] suppliedPath = new Vector3[path.Length]; + float pathLength = 0; + + //create and store path points: + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + Vector3[] vector3s = PathControlPointGenerator(suppliedPath); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + pathLength += Vector3.Distance(prevPt,currPt); + prevPt = currPt; + } + + return pathLength; + } + + /// + /// Returns the length of a curved path drawn through the provided array of Vector3s. + /// + /// + /// The length. + /// + /// + /// A + /// + public static float PathLength(Vector3[] path){ + float pathLength = 0; + + Vector3[] vector3s = PathControlPointGenerator(path); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + pathLength += Vector3.Distance(prevPt,currPt); + prevPt = currPt; + } + + return pathLength; + } + + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(GameObject target, Vector3[] path, float percent){ + target.transform.position=Interp(PathControlPointGenerator(path),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(Transform target, Vector3[] path, float percent){ + target.position=Interp(PathControlPointGenerator(path),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(GameObject target, Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + target.transform.position=Interp(PathControlPointGenerator(suppliedPath),percent); + } + + /// + /// Puts a GameObject on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static void PutOnPath(Transform target, Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + target.position=Interp(PathControlPointGenerator(suppliedPath),percent); + } + + /// + /// Returns a Vector3 position on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static Vector3 PointOnPath(Transform[] path, float percent){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + return(Interp(PathControlPointGenerator(suppliedPath),percent)); + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s. + /// + /// + /// A + /// + public static void DrawLine(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Vector3s. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLine(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms. + /// + /// + /// A + /// + public static void DrawLine(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a line through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLine(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineGizmos(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineGizmos(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineGizmos(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineGizmos(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"gizmos"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineHandles(Vector3[] line) { + if(line.Length>0){ + DrawLineHelper(line,Defaults.color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineHandles(Vector3[] line, Color color) { + if(line.Length>0){ + DrawLineHelper(line,color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawLineHandles(Transform[] line) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + DrawLineHelper(suppliedLine,Defaults.color,"handles"); + } + } + + /// + /// Draws a line through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawLineHandles(Transform[] line,Color color) { + if(line.Length>0){ + //create and store line points: + Vector3[] suppliedLine = new Vector3[line.Length]; + for (int i = 0; i < line.Length; i++) { + suppliedLine[i]=line[i].position; + } + + DrawLineHelper(suppliedLine, color,"handles"); + } + } + + /// + /// Returns a Vector3 position on a path at the provided percentage + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + public static Vector3 PointOnPath(Vector3[] path, float percent){ + return(Interp(PathControlPointGenerator(path),percent)); + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s. + /// + /// + /// A + /// + public static void DrawPath(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Vector3s. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPath(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms. + /// + /// + /// A + /// + public static void DrawPath(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"gizmos"); + } + } + + /// + /// When called from an OnDrawGizmos() function it will draw a curved path through the provided array of Transforms. + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPath(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathGizmos(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathGizmos(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathGizmos(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Gizmos.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathGizmos(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"gizmos"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathHandles(Vector3[] path) { + if(path.Length>0){ + DrawPathHelper(path,Defaults.color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Vector3s with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathHandles(Vector3[] path, Color color) { + if(path.Length>0){ + DrawPathHelper(path, color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + public static void DrawPathHandles(Transform[] path) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath,Defaults.color,"handles"); + } + } + + /// + /// Draws a curved path through the provided array of Transforms with Handles.DrawLine(). + /// + /// + /// A + /// + /// + /// A + /// + public static void DrawPathHandles(Transform[] path,Color color) { + if(path.Length>0){ + //create and store path points: + Vector3[] suppliedPath = new Vector3[path.Length]; + for (int i = 0; i < path.Length; i++) { + suppliedPath[i]=path[i].position; + } + + DrawPathHelper(suppliedPath, color,"handles"); + } + } + + //################################# + //# RESUME UTILITIES AND OVERLOADS # + //################################# + + /// + /// Resume all iTweens on a GameObject. + /// + public static void Resume(GameObject target){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + item.enabled=true; + } + } + + /// + /// Resume all iTweens on a GameObject including its children. + /// + public static void Resume(GameObject target, bool includechildren){ + Resume(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Resume(child.gameObject,true); + } + } + } + + /// + /// Resume all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(GameObject target, string type){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.enabled=true; + } + } + } + + /// + /// Resume all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.enabled=true; + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Resume(child.gameObject,type,true); + } + } + } + + /// + /// Resume all iTweens in scene. + /// + public static void Resume(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Resume(target); + } + } + + /// + /// Resume all iTweens in scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to resume. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Resume(string type){ + ArrayList resumeArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + resumeArray.Insert(resumeArray.Count,target); + } + + for (int i = 0; i < resumeArray.Count; i++) { + Resume((GameObject)resumeArray[i],type); + } + } + + //################################# + //# PAUSE UTILITIES AND OVERLOADS # + //################################# + + /// + /// Pause all iTweens on a GameObject. + /// + public static void Pause(GameObject target){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + + /// + /// Pause all iTweens on a GameObject including its children. + /// + public static void Pause(GameObject target, bool includechildren){ + Pause(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Pause(child.gameObject,true); + } + } + } + + /// + /// Pause all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(GameObject target, string type){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + } + + /// + /// Pause all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + if(item.delay>0){ + item.delay-=Time.time-item.delayStarted; + item.StopCoroutine("TweenDelay"); + } + item.isPaused=true; + item.enabled=false; + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Pause(child.gameObject,type,true); + } + } + } + + /// + /// Pause all iTweens in scene. + /// + public static void Pause(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Pause(target); + } + } + + /// + /// Pause all iTweens in scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to pause. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Pause(string type){ + ArrayList pauseArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + pauseArray.Insert(pauseArray.Count,target); + } + + for (int i = 0; i < pauseArray.Count; i++) { + Pause((GameObject)pauseArray[i],type); + } + } + + //################################# + //# COUNT UTILITIES AND OVERLOADS # + //################################# + + /// + /// Count all iTweens in current scene. + /// + public static int Count(){ + return(tweens.Count); + } + + /// + /// Count all iTweens in current scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static int Count(string type){ + int tweenCount = 0; + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + string targetType = (string)currentTween["type"]+(string)currentTween["method"]; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + tweenCount++; + } + } + + return(tweenCount); + } + + /// + /// Count all iTweens on a GameObject. + /// + public static int Count(GameObject target){ + Component[] tweens = target.GetComponents(); + return(tweens.Length); + } + + /// + /// Count all iTweens on a GameObject of a particular type. + /// + /// + /// A name of the type of iTween you would like to count. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static int Count(GameObject target, string type){ + int tweenCount = 0; + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + tweenCount++; + } + } + return(tweenCount); + } + + //################################ + //# STOP UTILITIES AND OVERLOADS # + //################################ + + /// + /// Stop and destroy all Tweens in current scene. + /// + public static void Stop(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + Stop(target); + } + tweens.Clear(); + } + + /// + /// Stop and destroy all iTweens in current scene of a particular type. + /// + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(string type){ + ArrayList stopArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + stopArray.Insert(stopArray.Count,target); + } + + for (int i = 0; i < stopArray.Count; i++) { + Stop((GameObject)stopArray[i],type); + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens in current scene of a particular name. + /// + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(string name){ + ArrayList stopArray = new ArrayList(); + + for (int i = 0; i < tweens.Count; i++) { + Hashtable currentTween = tweens[i]; + GameObject target = (GameObject)currentTween["target"]; + stopArray.Insert(stopArray.Count,target); + } + + for (int i = 0; i < stopArray.Count; i++) { + StopByName((GameObject)stopArray[i],name); + } + } + /* GFX47 MOD END */ + + /// + /// Stop and destroy all iTweens on a GameObject. + /// + public static void Stop(GameObject target){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + item.Dispose(); + } + } + + /// + /// Stop and destroy all iTweens on a GameObject including its children. + /// + public static void Stop(GameObject target, bool includechildren){ + Stop(target); + if(includechildren){ + foreach(Transform child in target.transform){ + Stop(child.gameObject,true); + } + } + } + + /// + /// Stop and destroy all iTweens on a GameObject of a particular type. + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(GameObject target, string type){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + } + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens on a GameObject of a particular name. + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(GameObject target, string name){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + /*string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + }*/ + if(item._name == name){ + item.Dispose(); + } + } + } + /* GFX47 MOD END */ + + /// + /// Stop and destroy all iTweens on a GameObject of a particular type including its children. + /// + /// A name of the type of iTween you would like to stop. Can be written as part of a name such as "mov" for all "MoveTo" iTweens. + /// + public static void Stop(GameObject target, string type, bool includechildren){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + Stop(child.gameObject,type,true); + } + } + } + + /* GFX47 MOD START */ + /// + /// Stop and destroy all iTweens on a GameObject of a particular name including its children. + /// + /// The name of iTween you would like to stop. + /// + public static void StopByName(GameObject target, string name, bool includechildren){ + Component[] tweens = target.GetComponents(); + foreach (iTween item in tweens){ + /*string targetType = item.type+item.method; + targetType=targetType.Substring(0,type.Length); + if(targetType.ToLower() == type.ToLower()){ + item.Dispose(); + }*/ + if(item._name == name){ + item.Dispose(); + } + } + if(includechildren){ + foreach(Transform child in target.transform){ + //Stop(child.gameObject,type,true); + StopByName(child.gameObject,name,true); + } + } + } + /* GFX47 MOD END */ + + /// + /// Universal interface to help in the creation of Hashtables. Especially useful for C# users. + /// + /// + /// A of alternating name value pairs. For example "time",1,"delay",2... + /// + /// + /// A + /// + public static Hashtable Hash(params object[] args){ + Hashtable hashTable = new Hashtable(args.Length/2); + if (args.Length %2 != 0) { + Debug.LogError("Tween Error: Hash requires an even number of arguments!"); + return null; + }else{ + int i = 0; + while(i < args.Length - 1) { + hashTable.Add(args[i], args[i+1]); + i += 2; + } + return hashTable; + } + } + + #endregion + + #region Component Segments + + private iTween(Hashtable h) { + tweenArguments = h; + } + + void Awake(){ + thisTransform = transform; + + RetrieveArgs(); + lastRealTime = Time.realtimeSinceStartup; // Added by PressPlay + } + + IEnumerator Start(){ + if(delay > 0){ + yield return StartCoroutine("TweenDelay"); + } + TweenStart(); + } + + //non-physics + void Update(){ + if(isRunning && !physics){ + if(!reverse){ + if(percentage<1f){ + TweenUpdate(); + }else{ + TweenComplete(); + } + }else{ + if(percentage>0){ + TweenUpdate(); + }else{ + TweenComplete(); + } + } + } + } + + //physics + void FixedUpdate(){ + if(isRunning && physics){ + if(!reverse){ + if(percentage<1f){ + TweenUpdate(); + }else{ + TweenComplete(); + } + }else{ + if(percentage>0){ + TweenUpdate(); + }else{ + TweenComplete(); + } + } + } + } + + void LateUpdate(){ + //look applications: + if(tweenArguments.Contains("looktarget") && isRunning){ + if(type =="move" || type =="shake" || type=="punch"){ + LookUpdate(gameObject,tweenArguments); + } + } + } + + void OnEnable(){ + if(isRunning){ + EnableKinematic(); + } + + //resume delay: + if(isPaused){ + isPaused=false; + if(delay > 0){ + wasPaused=true; + ResumeDelay(); + } + } + } + + void OnDisable(){ + DisableKinematic(); + } + + #endregion + + #region Internal Helpers + + private static void DrawLineHelper(Vector3[] line, Color color, string method){ + Gizmos.color=color; + for (int i = 0; i < line.Length-1; i++) { + if(method == "gizmos"){ + Gizmos.DrawLine(line[i], line[i+1]);; + }else if(method == "handles"){ + Debug.LogError("iTween Error: Drawing a line with Handles is temporarily disabled because of compatability issues with Unity 2.6!"); + //UnityEditor.Handles.DrawLine(line[i], line[i+1]); + } + } + } + + private static void DrawPathHelper(Vector3[] path, Color color, string method){ + Vector3[] vector3s = PathControlPointGenerator(path); + + //Line Draw: + Vector3 prevPt = Interp(vector3s,0); + Gizmos.color=color; + int SmoothAmount = path.Length*20; + for (int i = 1; i <= SmoothAmount; i++) { + float pm = (float) i / SmoothAmount; + Vector3 currPt = Interp(vector3s,pm); + if(method == "gizmos"){ + Gizmos.DrawLine(currPt, prevPt); + }else if(method == "handles"){ + Debug.LogError("iTween Error: Drawing a path with Handles is temporarily disabled because of compatability issues with Unity 2.6!"); + //UnityEditor.Handles.DrawLine(currPt, prevPt); + } + prevPt = currPt; + } + } + + private static Vector3[] PathControlPointGenerator(Vector3[] path){ + Vector3[] suppliedPath; + Vector3[] vector3s; + + //create and store path points: + suppliedPath = path; + + //populate calculate path; + int offset = 2; + vector3s = new Vector3[suppliedPath.Length+offset]; + Array.Copy(suppliedPath,0,vector3s,1,suppliedPath.Length); + + //populate start and end control points: + //vector3s[0] = vector3s[1] - vector3s[2]; + vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]); + vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]); + + //is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline! + if(vector3s[1] == vector3s[vector3s.Length-2]){ + Vector3[] tmpLoopSpline = new Vector3[vector3s.Length]; + Array.Copy(vector3s,tmpLoopSpline,vector3s.Length); + tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3]; + tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2]; + vector3s=new Vector3[tmpLoopSpline.Length]; + Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length); + } + + return(vector3s); + } + + //andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ): + private static Vector3 Interp(Vector3[] pts, float t){ + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + return .5f * ( + (-a + 3f * b - 3f * c + d) * (u * u * u) + + (2f * a - 5f * b + 4f * c - d) * (u * u) + + (-a + c) * u + + 2f * b + ); + } + + //andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ): + private class CRSpline { + public Vector3[] pts; + + public CRSpline(params Vector3[] pts) { + this.pts = new Vector3[pts.Length]; + Array.Copy(pts, this.pts, pts.Length); + } + + + public Vector3 Interp(float t) { + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + return .5f*((-a+3f*b-3f*c+d)*(u*u*u)+(2f*a-5f*b+4f*c-d)*(u*u)+(-a+c)*u+2f*b); + } + } + + //catalog new tween and add component phase of iTween: + static void Launch(GameObject target, Hashtable args){ + if(!args.Contains("id")){ + args["id"] = GenerateID(); + } + if(!args.Contains("target")){ + args["target"] = target; + + } + + tweens.Insert (0, args); + target.AddComponent(); + } + + //cast any accidentally supplied doubles and ints as floats as iTween only uses floats internally and unify parameter case: + static Hashtable CleanArgs(Hashtable args){ + Hashtable argsCopy = new Hashtable(args.Count); + Hashtable argsCaseUnified = new Hashtable(args.Count); + + foreach (DictionaryEntry item in args) { + argsCopy.Add(item.Key, item.Value); + } + + foreach (DictionaryEntry item in argsCopy) { + if(item.Value.GetType() == typeof(System.Int32)){ + int original = (int)item.Value; + float casted = (float)original; + args[item.Key] = casted; + } + if(item.Value.GetType() == typeof(System.Double)){ + double original = (double)item.Value; + float casted = (float)original; + args[item.Key] = casted; + } + } + + //unify parameter case: + foreach (DictionaryEntry item in args) { + argsCaseUnified.Add(item.Key.ToString().ToLower(), item.Value); + } + + //swap back case unification: + args = argsCaseUnified; + + return args; + } + + //random ID generator: + static string GenerateID(){ +// int strlen = 15; +// char[] chars = {'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z','A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z','0','1','2','3','4','5','6','7','8'}; +// int num_chars = chars.Length - 1; +// string randomChar = ""; +// for (int i = 0; i < strlen; i++) { +// randomChar += chars[(int)Mathf.Floor(UnityEngine.Random.Range(0,num_chars))]; +// } + return System.Guid.NewGuid().ToString(); + } + + //grab and set generic, neccesary iTween arguments: + void RetrieveArgs(){ + foreach (Hashtable item in tweens) { + if((GameObject)item["target"] == gameObject){ + tweenArguments=item; + break; + } + } + + id=(string)tweenArguments["id"]; + type=(string)tweenArguments["type"]; + /* GFX47 MOD START */ + _name=(string)tweenArguments["name"]; + /* GFX47 MOD END */ + method=(string)tweenArguments["method"]; + + if(tweenArguments.Contains("time")){ + time=(float)tweenArguments["time"]; + }else{ + time=Defaults.time; + } + + //do we need to use physics, is there a rigidbody? + if(GetComponent() != null){ + physics=true; + } + + if(tweenArguments.Contains("delay")){ + delay=(float)tweenArguments["delay"]; + }else{ + delay=Defaults.delay; + } + + if(tweenArguments.Contains("namedcolorvalue")){ + //allows namedcolorvalue to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["namedcolorvalue"].GetType() == typeof(NamedValueColor)){ + namedcolorvalue=(NamedValueColor)tweenArguments["namedcolorvalue"]; + }else{ + try { + namedcolorvalue=(NamedValueColor)Enum.Parse(typeof(NamedValueColor),(string)tweenArguments["namedcolorvalue"],true); + } catch { + Debug.LogWarning("iTween: Unsupported namedcolorvalue supplied! Default will be used."); + namedcolorvalue = iTween.NamedValueColor._Color; + } + } + }else{ + namedcolorvalue=Defaults.namedColorValue; + } + + if(tweenArguments.Contains("looptype")){ + //allows loopType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["looptype"].GetType() == typeof(LoopType)){ + loopType=(LoopType)tweenArguments["looptype"]; + }else{ + try { + loopType=(LoopType)Enum.Parse(typeof(LoopType),(string)tweenArguments["looptype"],true); + } catch { + Debug.LogWarning("iTween: Unsupported loopType supplied! Default will be used."); + loopType = iTween.LoopType.none; + } + } + }else{ + loopType = iTween.LoopType.none; + } + + if(tweenArguments.Contains("easetype")){ + //allows easeType to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["easetype"].GetType() == typeof(EaseType)){ + easeType=(EaseType)tweenArguments["easetype"]; + }else{ + try { + easeType=(EaseType)Enum.Parse(typeof(EaseType),(string)tweenArguments["easetype"],true); + } catch { + Debug.LogWarning("iTween: Unsupported easeType supplied! Default will be used."); + easeType=Defaults.easeType; + } + } + }else{ + easeType=Defaults.easeType; + } + + if(tweenArguments.Contains("space")){ + //allows space to be set as either an enum(C# friendly) or a string(JS friendly), string case usage doesn't matter to further increase usability: + if(tweenArguments["space"].GetType() == typeof(Space)){ + space=(Space)tweenArguments["space"]; + }else{ + try { + space=(Space)Enum.Parse(typeof(Space),(string)tweenArguments["space"],true); + } catch { + Debug.LogWarning("iTween: Unsupported space supplied! Default will be used."); + space = Defaults.space; + } + } + }else{ + space = Defaults.space; + } + + if(tweenArguments.Contains("islocal")){ + isLocal = (bool)tweenArguments["islocal"]; + }else{ + isLocal = Defaults.isLocal; + } + + // Added by PressPlay + if (tweenArguments.Contains("ignoretimescale")) + { + useRealTime = (bool)tweenArguments["ignoretimescale"]; + } + else + { + useRealTime = Defaults.useRealTime; + } + + //instantiates a cached ease equation reference: + GetEasingFunction(); + } + + //instantiates a cached ease equation refrence: + void GetEasingFunction(){ + switch (easeType){ + case EaseType.easeInQuad: + ease = new EasingFunction(easeInQuad); + break; + case EaseType.easeOutQuad: + ease = new EasingFunction(easeOutQuad); + break; + case EaseType.easeInOutQuad: + ease = new EasingFunction(easeInOutQuad); + break; + case EaseType.easeInCubic: + ease = new EasingFunction(easeInCubic); + break; + case EaseType.easeOutCubic: + ease = new EasingFunction(easeOutCubic); + break; + case EaseType.easeInOutCubic: + ease = new EasingFunction(easeInOutCubic); + break; + case EaseType.easeInQuart: + ease = new EasingFunction(easeInQuart); + break; + case EaseType.easeOutQuart: + ease = new EasingFunction(easeOutQuart); + break; + case EaseType.easeInOutQuart: + ease = new EasingFunction(easeInOutQuart); + break; + case EaseType.easeInQuint: + ease = new EasingFunction(easeInQuint); + break; + case EaseType.easeOutQuint: + ease = new EasingFunction(easeOutQuint); + break; + case EaseType.easeInOutQuint: + ease = new EasingFunction(easeInOutQuint); + break; + case EaseType.easeInSine: + ease = new EasingFunction(easeInSine); + break; + case EaseType.easeOutSine: + ease = new EasingFunction(easeOutSine); + break; + case EaseType.easeInOutSine: + ease = new EasingFunction(easeInOutSine); + break; + case EaseType.easeInExpo: + ease = new EasingFunction(easeInExpo); + break; + case EaseType.easeOutExpo: + ease = new EasingFunction(easeOutExpo); + break; + case EaseType.easeInOutExpo: + ease = new EasingFunction(easeInOutExpo); + break; + case EaseType.easeInCirc: + ease = new EasingFunction(easeInCirc); + break; + case EaseType.easeOutCirc: + ease = new EasingFunction(easeOutCirc); + break; + case EaseType.easeInOutCirc: + ease = new EasingFunction(easeInOutCirc); + break; + case EaseType.linear: + ease = new EasingFunction(linear); + break; + case EaseType.spring: + ease = new EasingFunction(spring); + break; + /* GFX47 MOD START */ + /*case EaseType.bounce: + ease = new EasingFunction(bounce); + break;*/ + case EaseType.easeInBounce: + ease = new EasingFunction(easeInBounce); + break; + case EaseType.easeOutBounce: + ease = new EasingFunction(easeOutBounce); + break; + case EaseType.easeInOutBounce: + ease = new EasingFunction(easeInOutBounce); + break; + /* GFX47 MOD END */ + case EaseType.easeInBack: + ease = new EasingFunction(easeInBack); + break; + case EaseType.easeOutBack: + ease = new EasingFunction(easeOutBack); + break; + case EaseType.easeInOutBack: + ease = new EasingFunction(easeInOutBack); + break; + /* GFX47 MOD START */ + /*case EaseType.elastic: + ease = new EasingFunction(elastic); + break;*/ + case EaseType.easeInElastic: + ease = new EasingFunction(easeInElastic); + break; + case EaseType.easeOutElastic: + ease = new EasingFunction(easeOutElastic); + break; + case EaseType.easeInOutElastic: + ease = new EasingFunction(easeInOutElastic); + break; + /* GFX47 MOD END */ + } + } + + //calculate percentage of tween based on time: + void UpdatePercentage(){ + + // Added by PressPlay + if (useRealTime) + { + runningTime += (Time.realtimeSinceStartup - lastRealTime); + } + else + { + runningTime += Time.deltaTime; + } + + if(reverse){ + percentage = 1 - runningTime/time; + }else{ + percentage = runningTime/time; + } + + lastRealTime = Time.realtimeSinceStartup; // Added by PressPlay + } + + void CallBack(string callbackType){ + if (tweenArguments.Contains(callbackType) && !tweenArguments.Contains("ischild")) { + //establish target: + GameObject target; + if (tweenArguments.Contains(callbackType+"target")) { + target=(GameObject)tweenArguments[callbackType+"target"]; + }else{ + target=gameObject; + } + + //throw an error if a string wasn't passed for callback: + if (tweenArguments[callbackType].GetType() == typeof(System.String)) { + target.SendMessage((string)tweenArguments[callbackType],(object)tweenArguments[callbackType+"params"],SendMessageOptions.DontRequireReceiver); + }else{ + Debug.LogError("iTween Error: Callback method references must be passed as a String!"); + Destroy (this); + } + } + } + + void Dispose(){ + for (int i = 0; i < tweens.Count; i++) { + Hashtable tweenEntry = tweens[i]; + if ((string)tweenEntry["id"] == id){ + tweens.RemoveAt(i); + break; + } + } + Destroy(this); + } + + void ConflictCheck(){//if a new iTween is about to run and is of the same type as an in progress iTween this will destroy the previous if the new one is NOT identical in every way or it will destroy the new iTween if they are: + Component[] tweens = GetComponents(); + foreach (iTween item in tweens) { + if(item.type == "value"){ + return; + }else if(item.isRunning && item.type==type){ + //cancel out if this is a shake or punch variant: + if (item.method != method) { + return; + } + + //step 1: check for length first since it's the fastest: + if(item.tweenArguments.Count != tweenArguments.Count){ + item.Dispose(); + return; + } + + //step 2: side-by-side check to figure out if this is an identical tween scenario to handle Update usages of iTween: + foreach (DictionaryEntry currentProp in tweenArguments) { + if(!item.tweenArguments.Contains(currentProp.Key)){ + item.Dispose(); + return; + }else{ + if(!item.tweenArguments[currentProp.Key].Equals(tweenArguments[currentProp.Key]) && (string)currentProp.Key != "id"){//if we aren't comparing ids and something isn't exactly the same replace the running iTween: + item.Dispose(); + return; + } + } + } + + //step 3: prevent a new iTween addition if it is identical to the currently running iTween + Dispose(); + //Destroy(this); + } + } + } + + void EnableKinematic(){ + /* + if(gameObject.GetComponent(typeof(Rigidbody))){ + if(!rigidbody.isKinematic){ + kinematic=true; + rigidbody.isKinematic=true; + } + } + */ + } + + void DisableKinematic(){ + /* + if(kinematic && rigidbody.isKinematic==true){ + kinematic=false; + rigidbody.isKinematic=false; + } + */ + } + + void ResumeDelay(){ + StartCoroutine("TweenDelay"); + } + + #endregion + + #region Easing Curves + + private float linear(float start, float end, float value){ + return Mathf.Lerp(start, end, value); + } + + private float clerp(float start, float end, float value){ + float min = 0.0f; + float max = 360.0f; + float half = Mathf.Abs((max - min) * 0.5f); + float retval = 0.0f; + float diff = 0.0f; + if ((end - start) < -half){ + diff = ((max - start) + end) * value; + retval = start + diff; + }else if ((end - start) > half){ + diff = -((max - end) + start) * value; + retval = start + diff; + }else retval = start + (end - start) * value; + return retval; + } + + private float spring(float start, float end, float value){ + value = Mathf.Clamp01(value); + value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value))); + return start + (end - start) * value; + } + + private float easeInQuad(float start, float end, float value){ + end -= start; + return end * value * value + start; + } + + private float easeOutQuad(float start, float end, float value){ + end -= start; + return -end * value * (value - 2) + start; + } + + private float easeInOutQuad(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end * 0.5f * value * value + start; + value--; + return -end * 0.5f * (value * (value - 2) - 1) + start; + } + + private float easeInCubic(float start, float end, float value){ + end -= start; + return end * value * value * value + start; + } + + private float easeOutCubic(float start, float end, float value){ + value--; + end -= start; + return end * (value * value * value + 1) + start; + } + + private float easeInOutCubic(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end * 0.5f * value * value * value + start; + value -= 2; + return end * 0.5f * (value * value * value + 2) + start; + } + + private float easeInQuart(float start, float end, float value){ + end -= start; + return end * value * value * value * value + start; + } + + private float easeOutQuart(float start, float end, float value){ + value--; + end -= start; + return -end * (value * value * value * value - 1) + start; + } + + private float easeInOutQuart(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end * 0.5f * value * value * value * value + start; + value -= 2; + return -end * 0.5f * (value * value * value * value - 2) + start; + } + + private float easeInQuint(float start, float end, float value){ + end -= start; + return end * value * value * value * value * value + start; + } + + private float easeOutQuint(float start, float end, float value){ + value--; + end -= start; + return end * (value * value * value * value * value + 1) + start; + } + + private float easeInOutQuint(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end * 0.5f * value * value * value * value * value + start; + value -= 2; + return end * 0.5f * (value * value * value * value * value + 2) + start; + } + + private float easeInSine(float start, float end, float value){ + end -= start; + return -end * Mathf.Cos(value * (Mathf.PI * 0.5f)) + end + start; + } + + private float easeOutSine(float start, float end, float value){ + end -= start; + return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start; + } + + private float easeInOutSine(float start, float end, float value){ + end -= start; + return -end * 0.5f * (Mathf.Cos(Mathf.PI * value) - 1) + start; + } + + private float easeInExpo(float start, float end, float value){ + end -= start; + return end * Mathf.Pow(2, 10 * (value - 1)) + start; + } + + private float easeOutExpo(float start, float end, float value){ + end -= start; + return end * (-Mathf.Pow(2, -10 * value ) + 1) + start; + } + + private float easeInOutExpo(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return end * 0.5f * Mathf.Pow(2, 10 * (value - 1)) + start; + value--; + return end * 0.5f * (-Mathf.Pow(2, -10 * value) + 2) + start; + } + + private float easeInCirc(float start, float end, float value){ + end -= start; + return -end * (Mathf.Sqrt(1 - value * value) - 1) + start; + } + + private float easeOutCirc(float start, float end, float value){ + value--; + end -= start; + return end * Mathf.Sqrt(1 - value * value) + start; + } + + private float easeInOutCirc(float start, float end, float value){ + value /= .5f; + end -= start; + if (value < 1) return -end * 0.5f * (Mathf.Sqrt(1 - value * value) - 1) + start; + value -= 2; + return end * 0.5f * (Mathf.Sqrt(1 - value * value) + 1) + start; + } + + /* GFX47 MOD START */ + private float easeInBounce(float start, float end, float value){ + end -= start; + float d = 1f; + return end - easeOutBounce(0, end, d-value) + start; + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + //private float bounce(float start, float end, float value){ + private float easeOutBounce(float start, float end, float value){ + value /= 1f; + end -= start; + if (value < (1 / 2.75f)){ + return end * (7.5625f * value * value) + start; + }else if (value < (2 / 2.75f)){ + value -= (1.5f / 2.75f); + return end * (7.5625f * (value) * value + .75f) + start; + }else if (value < (2.5 / 2.75)){ + value -= (2.25f / 2.75f); + return end * (7.5625f * (value) * value + .9375f) + start; + }else{ + value -= (2.625f / 2.75f); + return end * (7.5625f * (value) * value + .984375f) + start; + } + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + private float easeInOutBounce(float start, float end, float value){ + end -= start; + float d = 1f; + if (value < d* 0.5f) return easeInBounce(0, end, value*2) * 0.5f + start; + else return easeOutBounce(0, end, value*2-d) * 0.5f + end*0.5f + start; + } + /* GFX47 MOD END */ + + private float easeInBack(float start, float end, float value){ + end -= start; + value /= 1; + float s = 1.70158f; + return end * (value) * value * ((s + 1) * value - s) + start; + } + + private float easeOutBack(float start, float end, float value){ + float s = 1.70158f; + end -= start; + value = (value) - 1; + return end * ((value) * value * ((s + 1) * value + s) + 1) + start; + } + + private float easeInOutBack(float start, float end, float value){ + float s = 1.70158f; + end -= start; + value /= .5f; + if ((value) < 1){ + s *= (1.525f); + return end * 0.5f * (value * value * (((s) + 1) * value - s)) + start; + } + value -= 2; + s *= (1.525f); + return end * 0.5f * ((value) * value * (((s) + 1) * value + s) + 2) + start; + } + + private float punch(float amplitude, float value){ + float s = 9; + if (value == 0){ + return 0; + } + else if (value == 1){ + return 0; + } + float period = 1 * 0.3f; + s = period / (2 * Mathf.PI) * Mathf.Asin(0); + return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * Mathf.PI) / period)); + } + + /* GFX47 MOD START */ + private float easeInElastic(float start, float end, float value){ + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d) == 1) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + return -(a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; + } + /* GFX47 MOD END */ + + /* GFX47 MOD START */ + //private float elastic(float start, float end, float value){ + private float easeOutElastic(float start, float end, float value){ + /* GFX47 MOD END */ + //Thank you to rafael.marteleto for fixing this as a port over from Pedro's UnityTween + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d) == 1) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p * 0.25f; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start); + } + + /* GFX47 MOD START */ + private float easeInOutElastic(float start, float end, float value){ + end -= start; + + float d = 1f; + float p = d * .3f; + float s = 0; + float a = 0; + + if (value == 0) return start; + + if ((value /= d*0.5f) == 2) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4; + }else{ + s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); + } + + if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; + return a * Mathf.Pow(2, -10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start; + } + /* GFX47 MOD END */ + + #endregion + + #region Deprecated and Renamed + /* + public static void audioFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: audioFrom() has been renamed to AudioFrom().");} + public static void audioTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: audioTo() has been renamed to AudioTo().");} + public static void colorFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: colorFrom() has been renamed to ColorFrom().");} + public static void colorTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: colorTo() has been renamed to ColorTo().");} + public static void fadeFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: fadeFrom() has been renamed to FadeFrom().");} + public static void fadeTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: fadeTo() has been renamed to FadeTo().");} + public static void lookFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookFrom() has been renamed to LookFrom().");} + public static void lookFromWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookFromWorld() has been deprecated. Please investigate LookFrom().");} + public static void lookTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookTo() has been renamed to LookTo().");} + public static void lookToUpdate(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookToUpdate() has been renamed to LookUpdate().");} + public static void lookToUpdateWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: lookToUpdateWorld() has been deprecated. Please investigate LookUpdate().");} + public static void moveAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAdd() has been renamed to MoveAdd().");} + public static void moveAddWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");} + public static void moveBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveBy() has been renamed to MoveBy().");} + public static void moveByWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveAddWorld() has been deprecated. Please investigate MoveAdd().");} + public static void moveFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveFrom() has been renamed to MoveFrom().");} + public static void moveFromWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveFromWorld() has been deprecated. Please investigate MoveFrom().");} + public static void moveTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveTo() has been renamed to MoveTo().");} + public static void moveToBezier(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToBezier() has been deprecated. Please investigate MoveTo() and the "path" property.");} + public static void moveToBezierWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToBezierWorld() has been deprecated. Please investigate MoveTo() and the "path" property.");} + public static void moveToUpdate(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToUpdate() has been renamed to MoveUpdate().");} + public static void moveToUpdateWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToUpdateWorld() has been deprecated. Please investigate MoveUpdate().");} + public static void moveToWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: moveToWorld() has been deprecated. Please investigate MoveTo().");} + public static void punchPosition(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchPosition().");} + public static void punchPositionWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPositionWorld() has been deprecated. Please investigate PunchPosition().");} + public static void punchRotation(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchPosition() has been renamed to PunchRotation().");} + public static void punchRotationWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchRotationWorld() has been deprecated. Please investigate PunchRotation().");} + public static void punchScale(GameObject target, Hashtable args){Debug.LogError("iTween Error: punchScale() has been renamed to PunchScale().");} + public static void rotateAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateAdd() has been renamed to RotateAdd().");} + public static void rotateBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateBy() has been renamed to RotateBy().");} + public static void rotateByWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateByWorld() has been deprecated. Please investigate RotateBy().");} + public static void rotateFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateFrom() has been renamed to RotateFrom().");} + public static void rotateTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: rotateTo() has been renamed to RotateTo().");} + public static void scaleAdd(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleAdd() has been renamed to ScaleAdd().");} + public static void scaleBy(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleBy() has been renamed to ScaleBy().");} + public static void scaleFrom(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleFrom() has been renamed to ScaleFrom().");} + public static void scaleTo(GameObject target, Hashtable args){Debug.LogError("iTween Error: scaleTo() has been renamed to ScaleTo().");} + public static void shake(GameObject target, Hashtable args){Debug.LogError("iTween Error: scale() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");} + public static void shakeWorld(GameObject target, Hashtable args){Debug.LogError("iTween Error: shakeWorld() has been deprecated. Please investigate ShakePosition(), ShakeRotation() and ShakeScale().");} + public static void stab(GameObject target, Hashtable args){Debug.LogError("iTween Error: stab() has been renamed to Stab().");} + public static void stop(GameObject target, Hashtable args){Debug.LogError("iTween Error: stop() has been renamed to Stop().");} + public static void stopType(GameObject target, Hashtable args){Debug.LogError("iTween Error: stopType() has been deprecated. Please investigate Stop().");} + public static void tweenCount(GameObject target, Hashtable args){Debug.LogError("iTween Error: tweenCount() has been deprecated. 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paotaInfo towerInfo; // paotaInfo ű + [Header("ҪһcanvasΪӵĸڵ")] + public Canvas canvas; + [Header("ӵķٶ")] + public float bulletSpeed; + private float attackTimer = 0f; + + + // Start is called before the first frame update + void Start() + { + if (towerInfo == null) + { + Debug.LogError("δҵ paotaInfo űأ"); + } + } + + // Update is called once per frame + void Update() + { + if (!transform.parent.CompareTag("paotai")) + { + return; + } + + attackTimer += Time.deltaTime; + + if (attackTimer >= attackInterval) + { + attackTimer = 0f; + CheckAndAttack(); + } + } + + private void CheckAndAttack() + { + if (towerInfo == null) return; + + // ʹ CircleCollider2D ķΧ + Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, towerInfo._CircleCollider2D.radius); + + foreach (var hit in hits) + { + if (hit.CompareTag(enemyTag)) + { + Debug.Log("⵽"); + // ⵽ˣʼ + Shoot(hit.transform); + return; // ֻһĿ + } + } + } + + private void Shoot(Transform target) + { + if (bullet != null) + { + // ӵʵ + GameObject newBullet = Instantiate(bullet, canvas.transform); + newBullet.transform.position = transform.position; + newBullet.GetComponent().Init(target.gameObject, bulletSpeed); + + Debug.Log("ˣ" + target.name); + } + } + + private void OnDrawGizmos() + { + // ӻΧȷ paotaInfo ѹ + if (towerInfo != null) + { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transform.position, towerInfo._CircleCollider2D.radius); + } + } +} diff --git a/mycj/Assets/Script/Attack.cs.meta b/mycj/Assets/Script/Attack.cs.meta new file mode 100644 index 0000000..60b2ed4 --- /dev/null +++ b/mycj/Assets/Script/Attack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cb71e5728c26acb40a68ea7f2fa8f9fd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Script/Penal.cs b/mycj/Assets/Script/Penal.cs new file mode 100644 index 0000000..77307ed --- /dev/null +++ b/mycj/Assets/Script/Penal.cs @@ -0,0 +1,90 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + + +public class Penal : MonoBehaviour +{ + public static Penal instance; + public GameObject Panel; + public Text Paneltext; + public Button againBTNNext; + public Button PanelBTNNext; + public Button PanelBTNClose; + + public GameObject djs; + // Start is called before the first frame update + + private void Awake() + { + instance = this; + } + void Start() + { + + Panel.SetActive(false); + + againBTNNext.onClick.AddListener(()=> { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + }); + PanelBTNNext.onClick.AddListener(()=> { }); + PanelBTNClose.onClick.AddListener(()=> { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + }); + + + //Daojishi(5f); + } + + // Update is called once per frame + void Update() + { + + } + + public void GameVictory() + { + Panel.SetActive(true); + Panel.GetComponent().color = Color.blue; + Paneltext.text = "Victory"; + Paneltext.color = Color.yellow; + + againBTNNext.gameObject.SetActive(false); + PanelBTNNext.gameObject.SetActive(true); + PanelBTNClose.gameObject.SetActive(true); + + } + + public void GameOver() + { + Panel.SetActive(true); + Panel.GetComponent().color = Color.red; + Paneltext.text = "GameOver"; + Paneltext.color = Color.black; + againBTNNext.gameObject.SetActive(true); + PanelBTNNext.gameObject.SetActive(false); + PanelBTNClose.gameObject.SetActive(true); + } + + public void Daojishi(float number) + { + StartCoroutine(daojishi(number)); + } + IEnumerator daojishi(float number) + { + float temp = number; + while (temp > 0.01f) + { + djs.GetComponent().text = temp.ToString(); + temp -= 1; + yield return new WaitForSeconds(1); + } + djs.SetActive(false); + } +} diff --git a/mycj/Assets/Script/Penal.cs.meta b/mycj/Assets/Script/Penal.cs.meta new file mode 100644 index 0000000..5ef01c8 --- /dev/null +++ b/mycj/Assets/Script/Penal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 314f68f5c7ea8424e8576e24d6d0813a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Script/PlayerInfo.cs b/mycj/Assets/Script/PlayerInfo.cs new file mode 100644 index 0000000..610628a --- /dev/null +++ b/mycj/Assets/Script/PlayerInfo.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using System; + +public class PlayerInfo : MonoBehaviour +{ + public static PlayerInfo instance; + [Header("ʾgoldı")] + public Text goldText; + [Header("ʾhpı")] + public Text hpText; + [Header("PlayerHpĬΪ5")] + public float maxPlayerHp=5; + private float playerHp=0; + [Header("PlayerGoldĬΪ0")] + public float playerGold; + + public event Action OnGoldReachedThreshold; + // Start is called before the first frame + private void Awake() + { + instance = this; + } + void Start() + { + + ChangeHp(maxPlayerHp); + ChangeGold(0); + } + + // Update is called once per frame + void Update() + { + + } + + public void ChangeHp(float number) + { + if ((this.playerHp +number)<=0) + { + Penal.instance.GameOver(); + } + this.playerHp += number; + UpdateShow(); + } + public void ChangeGold(float number) + { + this.playerGold += number; + if (this.playerGold>=10) + { + OnGoldReachedThreshold?.Invoke(); + } + UpdateShow(); + } + + void UpdateShow() + { + goldText.text = "ң" + playerGold.ToString(); + hpText.text = "Hp" + playerHp.ToString() + "/" + maxPlayerHp.ToString(); + } +} diff --git a/mycj/Assets/Script/PlayerInfo.cs.meta b/mycj/Assets/Script/PlayerInfo.cs.meta new file mode 100644 index 0000000..4cdad51 --- /dev/null +++ b/mycj/Assets/Script/PlayerInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f4eb0f995ca5bc429a53adf3c246acd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Script/bullet.cs b/mycj/Assets/Script/bullet.cs new file mode 100644 index 0000000..b9dc046 --- /dev/null +++ b/mycj/Assets/Script/bullet.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class bullet : MonoBehaviour +{ + [Header("еĿ㣬Ҫ̬ʱ")] + public GameObject tagpos; + [Header("еٶȣҪ̬ʱ")] + public float speed; + [Header("ӵ˺,ԸĬ50")] + public float changehp=50; + // Start is called before the first frame update + void Update() + { + if (tagpos != null) + { + move(); + } + else + { + Destroy(gameObject); // Ŀ겻ڣӵ + } + } + + public void Init(GameObject target, float bulletSpeed,float changehp=50) + { + this.tagpos = target; + this.speed = bulletSpeed; + this.changehp = changehp; + } + + void move() + { + // ӵĿƶ + Vector3 direction = (tagpos.transform.position - transform.position).normalized; + transform.position += direction * speed * Time.deltaTime; + + // ӵdzӽĿ꣬Ϊ + if (Vector3.Distance(transform.position, tagpos.transform.position) < 0.1f) + { + HitTarget(); + } + } + // ӵĿ + private void HitTarget() + { + // õ˵ changehp + npcInfo enemy = tagpos.GetComponent(); + if (enemy != null) + { + enemy.ChangeHp(-changehp); // ӵ10˺ + Debug.Log("е"); + } + + // ӵ + Destroy(gameObject); + } + +} diff --git a/mycj/Assets/Script/bullet.cs.meta b/mycj/Assets/Script/bullet.cs.meta new file mode 100644 index 0000000..1503bd8 --- /dev/null +++ b/mycj/Assets/Script/bullet.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf61882f89d37574f996c1de92e60de5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Script/cardcaozuo.cs b/mycj/Assets/Script/cardcaozuo.cs new file mode 100644 index 0000000..767900e --- /dev/null +++ b/mycj/Assets/Script/cardcaozuo.cs @@ -0,0 +1,66 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +public class cardcaozuo : MonoBehaviour,IBeginDragHandler,IDragHandler,IEndDragHandler +{ + [Header("һcanvas")] + public Canvas canvas; + [Header("ʾimage")] + public Image cardIconImage; + [Header("Ӧsprite")] + public Sprite cardicon; + [Header("Ŀ")] + public string targetTag; + private Transform recordParent;//¼ڵ + + // Start is called before the first frame update + void Start() + { + this.cardIconImage.sprite = cardicon; + + } + + // קʼ + public void OnBeginDrag(PointerEventData eventData) + { + + this.recordParent = this.transform.parent; + + this.transform.SetParent(canvas.transform); + //throw new System.NotImplementedException(); + } + // ק + public void OnDrag(PointerEventData eventData) + { + this.transform.position = Input.mousePosition; + } + // ק + public void OnEndDrag(PointerEventData eventData) + { + // µĿ + List results = new List(); + EventSystem.current.RaycastAll(eventData, results); + + foreach (var result in results) + { + if (result.gameObject.CompareTag(targetTag)) // ĿǷΪĿ + { + Debug.Log("ɹõĿ"); + transform.SetParent(result.gameObject.transform); // ΪĿ + transform.localPosition = Vector3.zero; // λ + this.enabled = false;//Լ + return; + } + } + + // Ŀ򣬷ԭʼڵ + Debug.Log("δõĿ򣬷ԭλ"); + transform.SetParent(recordParent); + transform.localPosition = Vector3.zero; // õԭʼλ + } +} + + diff --git a/mycj/Assets/Script/cardcaozuo.cs.meta b/mycj/Assets/Script/cardcaozuo.cs.meta new file mode 100644 index 0000000..905a3dc --- /dev/null +++ b/mycj/Assets/Script/cardcaozuo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c8536503d24d9d34a9cfeef6d6a782f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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yield return new WaitForSeconds(5f); + int index = 0; + while (index<=4) + { + GetMouse(); + index++; + yield return new WaitForSeconds(3f); + } + + } +} diff --git a/mycj/Assets/Script/npcInit.cs.meta b/mycj/Assets/Script/npcInit.cs.meta new file mode 100644 index 0000000..bc7f779 --- /dev/null +++ b/mycj/Assets/Script/npcInit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 298ee6551e00a3f4fa2a27cea2938488 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/mycj/Assets/Script/npcMove.cs b/mycj/Assets/Script/npcMove.cs new file mode 100644 index 0000000..07c3a90 --- /dev/null +++ b/mycj/Assets/Script/npcMove.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using DG.Tweening; + + +public class npcMove : MonoBehaviour +{ + public List path=new List(); + public float moveNeedTimer; + + public void Init(List path,float moveNeedTimer) + { + this.path = path; + this.moveNeedTimer = moveNeedTimer; + + StartCoroutine(move()); + } + + IEnumerator move() + { + // ·תΪ Vector3 + Vector3[] pathPoints = new Vector3[this.path.Count]; + for (int i = 0; i < path.Count; i++) + { + pathPoints[i] = path[i].position; + } + + // ʹ DOPath ·ƶĿ㣬ת仯 + yield return this.transform.DOPath(pathPoints, moveNeedTimer, PathType.Linear) + .SetOptions(false) // ת + .SetEase(Ease.InOutSine) + .WaitForCompletion(); + //ƶյ + PlayerInfo.instance.ChangeHp(-1); + Destroy(this.gameObject); + } +} diff --git a/mycj/Assets/Script/npcMove.cs.meta b/mycj/Assets/Script/npcMove.cs.meta new file mode 100644 index 0000000..e0f84fb --- /dev/null +++ b/mycj/Assets/Script/npcMove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 009f4c9deb172e147b17eeeabb8edf26 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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"memorysetup-temp-allocator-size-gi-baking-worker=262144" + "memorysetup-temp-allocator-size-gfx=262144" +Player connection [32316] Host "[IP] 192.168.31.106 [Port] 0 [Flags] 2 [Guid] 1486589370 [EditorId] 1486589370 [Version] 1048832 [Id] WindowsEditor(7,utaha) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... + +Player connection [32316] Host "[IP] 192.168.31.106 [Port] 0 [Flags] 2 [Guid] 1486589370 [EditorId] 1486589370 [Version] 1048832 [Id] WindowsEditor(7,utaha) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... + +AS: AutoStreaming module initializing. +[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. +Refreshing native plugins compatible for Editor in 69.09 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Initialize engine version: 2021.3.44f1c1 (0c301d0bd4e3) +[Subsystems] Discovering subsystems at path E:/unity/2021.3.44f1c1/Editor/Data/Resources/UnitySubsystems +[Subsystems] Discovering subsystems at path F:/Git/mycj/Assets +GfxDevice: creating device client; threaded=0; jobified=0 +Direct3D: + Version: Direct3D 11.0 [level 11.1] + Renderer: NVIDIA GeForce RTX 3060 Laptop GPU (ID=0x2560) + Vendor: NVIDIA + VRAM: 5996 MB + Driver: 32.0.15.6603 +Initialize mono +Mono path[0] = 'E:/unity/2021.3.44f1c1/Editor/Data/Managed' +Mono path[1] = 'E:/unity/2021.3.44f1c1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-win32' +Mono config path = 'E:/unity/2021.3.44f1c1/Editor/Data/MonoBleedingEdge/etc' +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56872 +Begin MonoManager ReloadAssembly +Registering precompiled unity dll's ... +Register platform support module: E:/unity/2021.3.44f1c1/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll +Register platform support module: E:/unity/2021.3.44f1c1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll +Registered in 0.010022 seconds. +Native extension for WindowsStandalone target not found +Native extension for Android target not found +Android Extension - Scanning For ADB Devices 588 ms +Refreshing native plugins compatible for Editor in 27.19 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.466 seconds +Domain Reload Profiling: + ReloadAssembly (1467ms) + BeginReloadAssembly (235ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (0ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (1ms) + EndReloadAssembly (1078ms) + LoadAssemblies (215ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (111ms) + ReleaseScriptCaches (0ms) + RebuildScriptCaches (27ms) + SetupLoadedEditorAssemblies (862ms) + LogAssemblyErrors (0ms) + 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argument +[Package Manager] Cannot connect to Unity Package Manager local server +Mono: successfully reloaded assembly +- Completed reload, in 2.117 seconds +Domain Reload Profiling: + ReloadAssembly (2118ms) + BeginReloadAssembly (248ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (6ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (22ms) + EndReloadAssembly (1690ms) + LoadAssemblies (266ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (207ms) + ReleaseScriptCaches (1ms) + RebuildScriptCaches (48ms) + SetupLoadedEditorAssemblies (1180ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (17ms) + SetLoadedEditorAssemblies (0ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (90ms) + ProcessInitializeOnLoadAttributes (909ms) + ProcessInitializeOnLoadMethodAttributes (113ms) + AfterProcessingInitializeOnLoad (50ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (11ms) +Platform modules already initialized, skipping +======================================================================== +Worker process is ready to serve import requests +Launched and connected shader compiler UnityShaderCompiler.exe after 0.09 seconds +Refreshing native plugins compatible for Editor in 0.72 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 2461 Unused Serialized files (Serialized files now loaded: 0) +Unloading 54 unused Assets / (47.4 KB). Loaded Objects now: 2909. +Memory consumption went from 95.9 MB to 95.8 MB. +Total: 7.622500 ms (FindLiveObjects: 0.185000 ms CreateObjectMapping: 0.121000 ms MarkObjects: 7.215200 ms DeleteObjects: 0.099800 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:CustomObjectIndexerAttribute: bc11b3a6c3213fcdd17b65e7da85e133 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:framework-win-MediaFoundation: 216162199b28c13a410421893ffa2e32 -> + custom:SearchIndexIgnoredProperties: e643bd26f0fe6173181afceb89e7c659 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> diff --git a/mycj/Logs/AssetImportWorker1-prev.log b/mycj/Logs/AssetImportWorker1-prev.log new file mode 100644 index 0000000..8eb3be4 --- /dev/null +++ b/mycj/Logs/AssetImportWorker1-prev.log @@ -0,0 +1,181 @@ +Using pre-set license +Built from '2021.3/china_unity/release' branch; Version is '2021.3.44f1c1 (0c301d0bd4e3) revision 798749'; Using compiler version '192829333'; Build Type 'Release' +OS: 'Windows 10 (10.0.19045) 64bit CoreCountrySpecific' Language: 'zh' Physical Memory: 16236 MB +BatchMode: 1, IsHumanControllingUs: 0, StartBugReporterOnCrash: 0, Is64bit: 1, IsPro: 1 + +COMMAND LINE ARGUMENTS: +E:\unity\2021.3.44f1c1\Editor\Unity.exe +-adb2 +-batchMode +-noUpm +-name +AssetImportWorker1 +-projectPath +F:/Git/mycj +-logFile +Logs/AssetImportWorker1.log +-srvPort +55234 +Successfully changed project path to: F:/Git/mycj +F:/Git/mycj +[UnityMemory] Configuration Parameters - Can be set up in boot.config + "memorysetup-bucket-allocator-granularity=16" + "memorysetup-bucket-allocator-bucket-count=8" + "memorysetup-bucket-allocator-block-size=33554432" + "memorysetup-bucket-allocator-block-count=8" + "memorysetup-main-allocator-block-size=16777216" + "memorysetup-thread-allocator-block-size=16777216" + "memorysetup-gfx-main-allocator-block-size=16777216" + "memorysetup-gfx-thread-allocator-block-size=16777216" + "memorysetup-cache-allocator-block-size=4194304" + "memorysetup-typetree-allocator-block-size=2097152" + "memorysetup-profiler-bucket-allocator-granularity=16" + "memorysetup-profiler-bucket-allocator-bucket-count=8" + "memorysetup-profiler-bucket-allocator-block-size=33554432" + "memorysetup-profiler-bucket-allocator-block-count=8" + "memorysetup-profiler-allocator-block-size=16777216" + "memorysetup-profiler-editor-allocator-block-size=1048576" + "memorysetup-temp-allocator-size-main=16777216" + "memorysetup-job-temp-allocator-block-size=2097152" + "memorysetup-job-temp-allocator-block-size-background=1048576" + "memorysetup-job-temp-allocator-reduction-small-platforms=262144" + "memorysetup-temp-allocator-size-background-worker=32768" + "memorysetup-temp-allocator-size-job-worker=262144" + "memorysetup-temp-allocator-size-preload-manager=33554432" + "memorysetup-temp-allocator-size-nav-mesh-worker=65536" + "memorysetup-temp-allocator-size-audio-worker=65536" + "memorysetup-temp-allocator-size-cloud-worker=32768" + "memorysetup-temp-allocator-size-gi-baking-worker=262144" + "memorysetup-temp-allocator-size-gfx=262144" +Player connection [3152] Host "[IP] 192.168.31.106 [Port] 0 [Flags] 2 [Guid] 733796741 [EditorId] 733796741 [Version] 1048832 [Id] WindowsEditor(7,utaha) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined multi-casting on [225.0.0.222:54997]... + +Player connection [3152] Host "[IP] 192.168.31.106 [Port] 0 [Flags] 2 [Guid] 733796741 [EditorId] 733796741 [Version] 1048832 [Id] WindowsEditor(7,utaha) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor" joined alternative multi-casting on [225.0.0.222:34997]... + +AS: AutoStreaming module initializing. +[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. +Refreshing native plugins compatible for Editor in 69.11 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Initialize engine version: 2021.3.44f1c1 (0c301d0bd4e3) +[Subsystems] Discovering subsystems at path E:/unity/2021.3.44f1c1/Editor/Data/Resources/UnitySubsystems +[Subsystems] Discovering subsystems at path F:/Git/mycj/Assets +GfxDevice: creating device client; threaded=0; jobified=0 +Direct3D: + Version: Direct3D 11.0 [level 11.1] + Renderer: NVIDIA GeForce RTX 3060 Laptop GPU (ID=0x2560) + Vendor: NVIDIA + VRAM: 5996 MB + Driver: 32.0.15.6603 +Initialize mono +Mono path[0] = 'E:/unity/2021.3.44f1c1/Editor/Data/Managed' +Mono path[1] = 'E:/unity/2021.3.44f1c1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-win32' +Mono config path = 'E:/unity/2021.3.44f1c1/Editor/Data/MonoBleedingEdge/etc' +Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56504 +Begin MonoManager ReloadAssembly +Registering precompiled unity dll's ... +Register platform support module: E:/unity/2021.3.44f1c1/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll +Register platform support module: E:/unity/2021.3.44f1c1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll +Registered in 0.008998 seconds. +Native extension for WindowsStandalone target not found +Native extension for Android target not found +Android Extension - Scanning For ADB Devices 592 ms +Refreshing native plugins compatible for Editor in 27.20 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Mono: successfully reloaded assembly +- Completed reload, in 1.466 seconds +Domain Reload Profiling: + ReloadAssembly (1467ms) + BeginReloadAssembly (229ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (0ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (1ms) + EndReloadAssembly (1084ms) + LoadAssemblies (209ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (110ms) + ReleaseScriptCaches (0ms) + RebuildScriptCaches (27ms) + SetupLoadedEditorAssemblies (868ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (672ms) + SetLoadedEditorAssemblies (0ms) + RefreshPlugins (27ms) + BeforeProcessingInitializeOnLoad (1ms) + ProcessInitializeOnLoadAttributes (101ms) + ProcessInitializeOnLoadMethodAttributes (66ms) + AfterProcessingInitializeOnLoad (0ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (0ms) +Platform modules already initialized, skipping +Registering precompiled user dll's ... +Registered in 0.039693 seconds. +Begin MonoManager ReloadAssembly +Symbol file LoadedFromMemory is not a mono symbol file +Native extension for WindowsStandalone target not found +Native extension for Android target not found +Refreshing native plugins compatible for Editor in 0.59 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Package Manager log level set to [2] +[Package Manager] Server::EnsureServerProcessIsRunning -- launch failed, reason: Unity was launched with the -noUpm command-line argument +[Package Manager] Cannot connect to Unity Package Manager local server +Mono: successfully reloaded assembly +- Completed reload, in 2.124 seconds +Domain Reload Profiling: + ReloadAssembly (2125ms) + BeginReloadAssembly (249ms) + ExecutionOrderSort (0ms) + DisableScriptedObjects (6ms) + BackupInstance (0ms) + ReleaseScriptingObjects (0ms) + CreateAndSetChildDomain (22ms) + EndReloadAssembly (1696ms) + LoadAssemblies (267ms) + RebuildTransferFunctionScriptingTraits (0ms) + SetupTypeCache (207ms) + ReleaseScriptCaches (1ms) + RebuildScriptCaches (48ms) + SetupLoadedEditorAssemblies (1184ms) + LogAssemblyErrors (0ms) + InitializePlatformSupportModulesInManaged (18ms) + SetLoadedEditorAssemblies (0ms) + RefreshPlugins (1ms) + BeforeProcessingInitializeOnLoad (90ms) + ProcessInitializeOnLoadAttributes (912ms) + ProcessInitializeOnLoadMethodAttributes (114ms) + AfterProcessingInitializeOnLoad (50ms) + EditorAssembliesLoaded (0ms) + ExecutionOrderSort2 (0ms) + AwakeInstancesAfterBackupRestoration (12ms) +Platform modules already initialized, skipping +======================================================================== +Worker process is ready to serve import requests +Launched and connected shader compiler UnityShaderCompiler.exe after 0.09 seconds +Refreshing native plugins compatible for Editor in 0.72 ms, found 2 plugins. +Preloading 0 native plugins for Editor in 0.00 ms. +Unloading 2461 Unused Serialized files (Serialized files now loaded: 0) +Unloading 54 unused Assets / (47.5 KB). Loaded Objects now: 2909. +Memory consumption went from 95.8 MB to 95.8 MB. +Total: 7.439700 ms (FindLiveObjects: 0.246000 ms CreateObjectMapping: 0.156400 ms MarkObjects: 6.943200 ms DeleteObjects: 0.092600 ms) + +AssetImportParameters requested are different than current active one (requested -> active): + custom:video-decoder-ogg-theora: a1e56fd34408186e4bbccfd4996cb3dc -> + custom:container-muxer-webm: aa71ff27fc2769a1b78a27578f13a17b -> + custom:container-demuxer-webm: 4f35f7cbe854078d1ac9338744f61a02 -> + custom:video-encoder-webm-vp8: eb34c28f22e8b96e1ab97ce403110664 -> + custom:CustomObjectIndexerAttribute: bc11b3a6c3213fcdd17b65e7da85e133 -> + custom:audio-encoder-webm-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> + custom:framework-win-MediaFoundation: 216162199b28c13a410421893ffa2e32 -> + custom:SearchIndexIgnoredProperties: e643bd26f0fe6173181afceb89e7c659 -> + custom:container-demuxer-ogg: 62fdf1f143b41e24485cea50d1cbac27 -> + custom:video-decoder-webm-vp8: 9c59270c3fd7afecdb556c50c9e8de78 -> + custom:audio-decoder-ogg-vorbis: bf7c407c2cedff20999df2af8eb42d56 -> +======================================================================== +Received Import Request. + Time since last request: 26240.027012 seconds. + path: Assets/Script/npcMove.cs + artifactKey: Guid(009f4c9deb172e147b17eeeabb8edf26) Importer(815301076,1909f56bfc062723c751e8b465ee728b) +Number of updated assets reloaded before import = 0 +Start importing Assets/Script/npcMove.cs using Guid(009f4c9deb172e147b17eeeabb8edf26) Importer(815301076,1909f56bfc062723c751e8b465ee728b) -> (artifact id: '91687b5232eccafd15b24fd216d3da23') in 0.119163 seconds +Number of asset objects unloaded after import = 0 diff --git a/mycj/Logs/Packages-Update.log b/mycj/Logs/Packages-Update.log new file mode 100644 index 0000000..6064175 --- /dev/null +++ b/mycj/Logs/Packages-Update.log @@ -0,0 +1,25 @@ + +=== Tue Nov 19 16:08:25 2024 + +Packages were changed. +Update Mode: updateDependencies + +The following packages were 已添加: + com.unity.2d.sprite@1.0.0 + com.unity.2d.tilemap@1.0.0 + com.unity.collab-proxy@2.5.1 + com.unity.ide.rider@3.0.31 + com.unity.ide.visualstudio@2.0.22 + com.unity.ide.vscode@1.2.5 + com.unity.modules.androidjni@1.0.0 + com.unity.test-framework@1.1.33 + com.unity.timeline@1.6.5 + com.unity.ugui@1.0.0 + com.unity.xr.legacyinputhelpers@2.1.10 +The following packages were 已更新: + com.unity.ads 从版本 2.0.8 到 4.4.2 + com.unity.analytics 从版本 2.0.16 到 3.6.12 + com.unity.purchasing 从版本 2.0.3 到 4.9.3 + com.unity.textmeshpro 从版本 1.2.4 到 3.0.6 +The following packages were 已移除: + com.unity.package-manager-ui@1.9.11 diff --git a/mycj/Packages/manifest.json b/mycj/Packages/manifest.json new file mode 100644 index 0000000..f0ab39b --- /dev/null +++ b/mycj/Packages/manifest.json @@ -0,0 +1,49 @@ +{ + "dependencies": { + "com.unity.2d.sprite": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.ads": "4.4.2", + "com.unity.analytics": "3.6.12", + "com.unity.collab-proxy": "2.5.1", + "com.unity.ide.rider": "3.0.31", + "com.unity.ide.visualstudio": "2.0.22", + "com.unity.ide.vscode": "1.2.5", + "com.unity.purchasing": "4.9.3", + "com.unity.test-framework": "1.1.33", + "com.unity.textmeshpro": "3.0.6", + "com.unity.timeline": "1.6.5", + "com.unity.ugui": "1.0.0", + "com.unity.xr.legacyinputhelpers": "2.1.10", + "com.unity.modules.ai": "1.0.0", + "com.unity.modules.androidjni": "1.0.0", + "com.unity.modules.animation": "1.0.0", + "com.unity.modules.assetbundle": "1.0.0", + "com.unity.modules.audio": "1.0.0", + "com.unity.modules.cloth": "1.0.0", + "com.unity.modules.director": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.particlesystem": "1.0.0", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.physics2d": "1.0.0", + "com.unity.modules.screencapture": "1.0.0", + "com.unity.modules.terrain": "1.0.0", + "com.unity.modules.terrainphysics": "1.0.0", + "com.unity.modules.tilemap": "1.0.0", + "com.unity.modules.ui": "1.0.0", + "com.unity.modules.uielements": "1.0.0", + "com.unity.modules.umbra": "1.0.0", + "com.unity.modules.unityanalytics": "1.0.0", + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.modules.unitywebrequestassetbundle": "1.0.0", + "com.unity.modules.unitywebrequestaudio": "1.0.0", + "com.unity.modules.unitywebrequesttexture": "1.0.0", + "com.unity.modules.unitywebrequestwww": "1.0.0", + "com.unity.modules.vehicles": "1.0.0", + "com.unity.modules.video": "1.0.0", + "com.unity.modules.vr": "1.0.0", + "com.unity.modules.wind": "1.0.0", + "com.unity.modules.xr": "1.0.0" + } +} diff --git a/mycj/Packages/packages-lock.json b/mycj/Packages/packages-lock.json new file mode 100644 index 0000000..9ed3806 --- /dev/null +++ b/mycj/Packages/packages-lock.json @@ -0,0 +1,410 @@ +{ + "dependencies": { + "com.unity.2d.sprite": { + "version": "1.0.0", + "depth": 0, + "source": 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