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- // Author: Daniele Giardini - http://www.demigiant.com
- // Created: 2018/07/13
- #if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER
- using System;
- using DG.Tweening.Core;
- using DG.Tweening.Plugins.Options;
- using UnityEngine;
- #pragma warning disable 1591
- namespace DG.Tweening
- {
- public static class DOTweenModulePhysics2D
- {
- #region Shortcuts
- #region Rigidbody2D Shortcuts
- /// <summary>Tweens a Rigidbody2D's position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);
- t.SetOptions(snapping).SetTarget(target);
- return t;
- }
- /// <summary>Tweens a Rigidbody2D's X position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);
- t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
- return t;
- }
- /// <summary>Tweens a Rigidbody2D's Y position to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)
- {
- TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);
- t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
- return t;
- }
- /// <summary>Tweens a Rigidbody2D's rotation to the given value.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary>
- /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
- public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration)
- {
- TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);
- t.SetTarget(target);
- return t;
- }
- #region Special
- /// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
- /// Returns a Sequence instead of a Tweener.
- /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
- /// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary>
- /// <param name="endValue">The end value to reach</param>
- /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
- /// <param name="numJumps">Total number of jumps</param>
- /// <param name="duration">The duration of the tween</param>
- /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
- public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)
- {
- if (numJumps < 1) numJumps = 1;
- float startPosY = 0;
- float offsetY = -1;
- bool offsetYSet = false;
- Sequence s = DOTween.Sequence();
- Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))
- .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()
- .SetLoops(numJumps * 2, LoopType.Yoyo)
- .OnStart(() => startPosY = target.position.y);
- s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)
- .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)
- ).Join(yTween)
- .SetTarget(target).SetEase(DOTween.defaultEaseType);
- yTween.OnUpdate(() => {
- if (!offsetYSet) {
- offsetYSet = true;
- offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;
- }
- Vector3 pos = target.position;
- pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);
- target.MovePosition(pos);
- });
- return s;
- }
- #endregion
- #endregion
- #endregion
- }
- }
- #endif
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