diff --git a/Assets/GameFramework/Scripts/Editor/Misc/Type.cs b/Assets/GameFramework/Scripts/Editor/Misc/Type.cs index 846927f..0f772a8 100644 --- a/Assets/GameFramework/Scripts/Editor/Misc/Type.cs +++ b/Assets/GameFramework/Scripts/Editor/Misc/Type.cs @@ -22,7 +22,8 @@ namespace UnityGameFramework.Editor "UnityGameFramework.Runtime", "SepCore.Runtime", "SepCore.Base", - "SepC.ResolutionAdapter", + "SepCore.Presentation", + "SepCore.Procedure", #endif "Assembly-CSharp", }; @@ -33,7 +34,8 @@ namespace UnityGameFramework.Editor "UnityGameFramework.Runtime", "SepCore.Runtime", "SepCore.Base", - "SepC.ResolutionAdapter", + "SepCore.Presentation", + "SepCore.Procedure", #endif "Assembly-CSharp", #if UNITY_2017_3_OR_NEWER diff --git a/Assets/GameMain/DataTables/tbformattext.bytes b/Assets/GameMain/DataTables/tbformattext.bytes new file mode 100644 index 0000000..a63b4d0 --- /dev/null +++ b/Assets/GameMain/DataTables/tbformattext.bytes @@ -0,0 +1 @@ + ATKFormatText ATK {0} MATFormatText MAT {0} SPDFormatText SPD {0} HPFormatTextHP {0} MPFormatTextMP {0} STAFormatText STA {0}WarehouseCapacity{0} ITEMS / {1} TOTAL UNITS \ No newline at end of file diff --git a/Assets/GameMain/DataTables/tbformattext.bytes.meta b/Assets/GameMain/DataTables/tbformattext.bytes.meta new file mode 100644 index 0000000..f9ecd87 --- /dev/null +++ b/Assets/GameMain/DataTables/tbformattext.bytes.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 664fd26c0b8e44b59bb3f73e09f7b80f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/DataTables/tbformattext.json b/Assets/GameMain/DataTables/tbformattext.json new file mode 100644 index 0000000..32ef809 --- /dev/null +++ b/Assets/GameMain/DataTables/tbformattext.json @@ -0,0 +1,30 @@ +[ + { + "name": "ATKFormatText", + "format": "ATK {0}" + }, + { + "name": "MATFormatText", + "format": "MAT {0}" + }, + { + "name": "SPDFormatText", + "format": "SPD {0}" + }, + { + "name": "HPFormatText", + "format": "HP {0}" + }, + { + "name": "MPFormatText", + "format": "MP {0}" + }, + { + "name": "STAFormatText", + "format": "STA {0}" + }, + { + "name": "WarehouseCapacity", + "format": "{0} ITEMS / {1} TOTAL UNITS" + } +] \ No newline at end of file diff --git a/Assets/GameMain/DataTables/tbformattext.json.meta b/Assets/GameMain/DataTables/tbformattext.json.meta new file mode 100644 index 0000000..cd27196 --- /dev/null +++ b/Assets/GameMain/DataTables/tbformattext.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 592aec89b64d24796a78d88763c22412 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/DataTables/tbglobalconfig.bytes b/Assets/GameMain/DataTables/tbglobalconfig.bytes index baaca8e..67afe50 100644 Binary files a/Assets/GameMain/DataTables/tbglobalconfig.bytes and b/Assets/GameMain/DataTables/tbglobalconfig.bytes differ diff --git a/Assets/GameMain/DataTables/tbglobalconfig.json b/Assets/GameMain/DataTables/tbglobalconfig.json index db90c19..1fbe02f 100644 --- a/Assets/GameMain/DataTables/tbglobalconfig.json +++ b/Assets/GameMain/DataTables/tbglobalconfig.json @@ -6,6 +6,7 @@ "enemyLoseTargetMs": 3000, "enemyFrontViewAngle": 180, "alertMax": 1000, + "warehouseSlotCount": 120, "backpackSlotCount": 30, "secureSlotCount": 5, "minPlayerPartySize": 1, diff --git a/Assets/GameMain/DataTables/tbitemconfig.bytes b/Assets/GameMain/DataTables/tbitemconfig.bytes index 895cdd8..fe1cd73 100644 Binary files a/Assets/GameMain/DataTables/tbitemconfig.bytes and b/Assets/GameMain/DataTables/tbitemconfig.bytes differ diff --git a/Assets/GameMain/DataTables/tbitemconfig.json b/Assets/GameMain/DataTables/tbitemconfig.json index 59a0c90..20c7740 100644 --- a/Assets/GameMain/DataTables/tbitemconfig.json +++ b/Assets/GameMain/DataTables/tbitemconfig.json @@ -9,7 +9,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5002, @@ -21,7 +22,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5003, @@ -33,7 +35,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5004, @@ -45,7 +48,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5005, @@ -57,7 +61,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5101, @@ -69,7 +74,8 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 5, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 }, { "id": 5102, @@ -81,7 +87,8 @@ "maxHpBonus": 0, "maxMpBonus": 10, "atkBonus": 0, - "matBonus": 8 + "matBonus": 8, + "speedBonus": 0 }, { "id": 5201, @@ -93,7 +100,8 @@ "maxHpBonus": 20, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 1 }, { "id": 5202, @@ -105,7 +113,8 @@ "maxHpBonus": 10, "maxMpBonus": 30, "atkBonus": 0, - "matBonus": 5 + "matBonus": 5, + "speedBonus": 0 }, { "id": 5301, @@ -117,6 +126,7 @@ "maxHpBonus": 0, "maxMpBonus": 0, "atkBonus": 0, - "matBonus": 0 + "matBonus": 0, + "speedBonus": 0 } ] \ No newline at end of file diff --git a/Assets/GameMain/DataTables/tbuiformconfig.bytes b/Assets/GameMain/DataTables/tbuiformconfig.bytes index 0ed126a..628fef0 100644 Binary files a/Assets/GameMain/DataTables/tbuiformconfig.bytes and b/Assets/GameMain/DataTables/tbuiformconfig.bytes differ diff --git a/Assets/GameMain/DataTables/tbuiformconfig.json b/Assets/GameMain/DataTables/tbuiformconfig.json index f5ae5be..80a5bcd 100644 --- a/Assets/GameMain/DataTables/tbuiformconfig.json +++ b/Assets/GameMain/DataTables/tbuiformconfig.json @@ -8,7 +8,7 @@ }, { "id": 100, - "assetName": "MenuForm", + "assetName": "LobbyForm", "UIGroupName": "Default", "allowMultiInstance": false, "pauseCoveredUIForm": true diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs b/Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs new file mode 100644 index 0000000..8db1d63 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs @@ -0,0 +1,31 @@ +namespace SepCore.Definition +{ + /// + /// 存档中的角色。 + /// + [System.Serializable] + public struct CharacterSave + { + /// + /// 角色 ID,对应 CharacterConfig.Id。 + /// + public int characterId; + + /// + /// 武器栏物品 ID,0 表示空栏。 + /// + public int weaponItemId; + + /// + /// 防具栏物品 ID,0 表示空栏。 + /// + public int armorItemId; + + public CharacterSave(int characterId, int weaponItemId, int armorItemId) + { + this.characterId = characterId; + this.weaponItemId = weaponItemId; + this.armorItemId = armorItemId; + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs.meta b/Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs.meta similarity index 83% rename from Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs.meta rename to Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs.meta index 4804970..ffcb5d0 100644 --- a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs.meta +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/CharacterSave.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f585fae70a14d446ba433f3244efded1 +guid: 431023ff1288d45a9a8a3713cd38593e MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs b/Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs new file mode 100644 index 0000000..48c99ce --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs @@ -0,0 +1,25 @@ +namespace SepCore.Definition +{ + /// + /// 物品堆叠。 + /// + [System.Serializable] + public struct ItemStack + { + /// + /// 物品 ID,对应 ItemConfig.Id。 + /// + public int itemId; + + /// + /// 数量,不超过配表 ItemConfig.StackLimit。 + /// + public int count; + + public ItemStack(int itemId, int count) + { + this.itemId = itemId; + this.count = count; + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs.meta b/Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs.meta similarity index 83% rename from Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs.meta rename to Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs.meta index 56f196a..3e69992 100644 --- a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs.meta +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/ItemStack.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4774c8ef6d24f489c8c5858aa014ff13 +guid: 48bca35b200a444218a36ce1a49a76ea MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs b/Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs new file mode 100644 index 0000000..6827da3 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs @@ -0,0 +1,42 @@ +using System.Collections.Generic; + +namespace SepCore.Definition +{ + /// + /// 战备配置。 + /// + [System.Serializable] + public sealed class LoadoutSave + { + /// + /// 出战角色 ID 及顺序,1~4 人,顺序决定同速时的行动次序。 + /// + public int[] partyCharacterIds; + + /// + /// 携带进入地图的物品,开局时填充共享背包;首版无局内效果。 + /// + public List carriedItems; + + /// + /// 本局难度,对应 DifficultyConfig 主键。 + /// + public DifficultyTier difficultyId; + + /// + /// 补齐缺失字段,避免反序列化后出现空引用。 + /// + public void Normalize() + { + if (partyCharacterIds == null) + { + partyCharacterIds = System.Array.Empty(); + } + + if (carriedItems == null) + { + carriedItems = new List(); + } + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs.meta b/Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs.meta similarity index 83% rename from Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs.meta rename to Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs.meta index 8f867f9..d7000d3 100644 --- a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs.meta +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/LoadoutSave.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ba271361c636f48edb5d7d8ba15a595c +guid: bb9f7c288b0da4b88b83e82c87418550 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs b/Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs new file mode 100644 index 0000000..ccef46f --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs @@ -0,0 +1,43 @@ +namespace SepCore.Definition +{ + /// + /// 已结束单局的结算记录。 + /// + [System.Serializable] + public struct RunRecord + { + /// + /// 结算结果。 + /// + public RunResultType outcome; + + /// + /// 本局难度。 + /// + public DifficultyTier difficultyId; + + /// + /// 本局使用的随机数。 + /// + public long seed; + + /// + /// 进入单局时间,Unix 毫秒。 + /// + public long startedAt; + + /// + /// 结算时间,Unix 毫秒。 + /// + public long endedAt; + + public RunRecord(RunResultType outcome, DifficultyTier difficultyId, long seed, long startedAt, long endedAt) + { + this.outcome = outcome; + this.difficultyId = difficultyId; + this.seed = seed; + this.startedAt = startedAt; + this.endedAt = endedAt; + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs.meta b/Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs.meta similarity index 83% rename from Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs.meta rename to Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs.meta index 7714792..70199d0 100644 --- a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs.meta +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/RunRecord.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: bffe339530c484a4b83162e20f163ed8 +guid: 591a205ef9e5c4f5f9fadcbc5b0db979 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs b/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs new file mode 100644 index 0000000..3d3bb1a --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs @@ -0,0 +1,104 @@ +using System.Collections.Generic; +using GameFramework; + +namespace SepCore.Definition +{ + /// + /// 游戏存档根数据。 + /// 对应 Docs/Tech/02_SaveData.md。 + /// + [System.Serializable] + public sealed class SaveData + { + /// + /// 当前存档结构版本。 + /// + public const int CurrentVersion = 1; + + /// + /// 存档结构版本。 + /// + public int version = CurrentVersion; + + /// + /// 最后写入时间,Unix 毫秒。 + /// + public long updatedAt; + + /// + /// 主仓库内容,无容量上限。 + /// + public List mainWarehouse; + + /// + /// 拥有的角色,数组顺序即入队顺序。 + /// + public List characters; + + /// + /// 当前战备配置。 + /// + public LoadoutSave loadout; + + /// + /// 已结束单局的结算记录。 + /// + public List runHistory; + + /// + /// 序列化为 JSON 字符串。 + /// + public string ToJson() + { + return GameFramework.Utility.Json.ToJson(this); + } + + /// + /// 从 JSON 字符串反序列化;json 为空或反序列化失败时返回 null。 + /// + public static SaveData FromJson(string json) + { + if (string.IsNullOrEmpty(json)) + { + return null; + } + + SaveData saveData = GameFramework.Utility.Json.ToObject(json); + if (saveData == null) + { + return null; + } + + saveData.Normalize(); + return saveData; + } + + /// + /// 补齐缺失字段,避免反序列化后出现空引用。 + /// + private void Normalize() + { + if (mainWarehouse == null) + { + mainWarehouse = new List(); + } + + if (characters == null) + { + characters = new List(); + } + + if (loadout == null) + { + loadout = new LoadoutSave(); + } + + loadout.Normalize(); + + if (runHistory == null) + { + runHistory = new List(); + } + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs.meta b/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs.meta new file mode 100644 index 0000000..c9b80e2 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Definition/DataStruct/SaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2bfe2058edce460abc5e5054b5f7a7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs b/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs deleted file mode 100644 index 4529b84..0000000 --- a/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs +++ /dev/null @@ -1,9 +0,0 @@ -namespace SepCore.Definition -{ - public enum SceneType : byte - { - Launch = 0, - Menu = 1, - Main = 2, - } -} diff --git a/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs.meta b/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs.meta deleted file mode 100644 index 66333da..0000000 --- a/Assets/GameMain/Scripts/Base/Definition/Enum/SceneType.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 20fc28f41ef04f8fa4fbfb9189b58d0d -timeCreated: 1768899171 \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs b/Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs deleted file mode 100644 index 7589ee2..0000000 --- a/Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs +++ /dev/null @@ -1,30 +0,0 @@ -namespace SepCore.Definition -{ - /// - /// 界面编号。 - /// - public enum UIFormType : byte - { - Undefined = 0, - - /// - /// 弹出框。 - /// - DialogForm = 1, - - /// - /// 主菜单。 - /// - MenuForm = 100, - - /// - /// 设置。 - /// - SettingForm = 101, - - /// - /// 关于。 - /// - AboutForm = 102, - } -} diff --git a/Assets/GameMain/Scripts/UI/ItemDetailsPanel.meta b/Assets/GameMain/Scripts/Base/Event.meta similarity index 77% rename from Assets/GameMain/Scripts/UI/ItemDetailsPanel.meta rename to Assets/GameMain/Scripts/Base/Event.meta index a084240..76dd22c 100644 --- a/Assets/GameMain/Scripts/UI/ItemDetailsPanel.meta +++ b/Assets/GameMain/Scripts/Base/Event.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ceade84509cfa498a91c9a2fe55cc189 +guid: ef320c3d6ef364abc8210ec6e2be2be6 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/GameMain/Scripts/UI/InventoryPanel.meta b/Assets/GameMain/Scripts/Base/Event/UIForm.meta similarity index 77% rename from Assets/GameMain/Scripts/UI/InventoryPanel.meta rename to Assets/GameMain/Scripts/Base/Event/UIForm.meta index a479e75..b0a635c 100644 --- a/Assets/GameMain/Scripts/UI/InventoryPanel.meta +++ b/Assets/GameMain/Scripts/Base/Event/UIForm.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 9618a0e69480c40b383585e41cda54a1 +guid: 4dccdfac7eea44c07b87a556527040b6 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs b/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs new file mode 100644 index 0000000..e089424 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs @@ -0,0 +1,34 @@ +using GameFramework; +using GameFramework.Event; + +namespace SepCore.Base +{ + public class WarehouseSlotItemClickEventArgs : GameEventArgs + { + public static int EventId => typeof(WarehouseSlotItemClickEventArgs).GetHashCode(); + + public override int Id => EventId; + + /// + /// 被点击格子在整个固定网格中的索引,唯一对应一个格子。 + /// + public int SlotId { get; private set; } + + public WarehouseSlotItemClickEventArgs() + { + SlotId = 0; + } + + public static WarehouseSlotItemClickEventArgs Create(int slotId) + { + var args = ReferencePool.Acquire(); + args.SlotId = slotId; + return args; + } + + public override void Clear() + { + SlotId = 0; + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs.meta b/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs.meta new file mode 100644 index 0000000..6c93937 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Event/UIForm/WarehouseSlotItemClickEventArgs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 196c6541cd4d447d6b951f3e8f06c083 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Base/Gen/FormatText.cs b/Assets/GameMain/Scripts/Base/Gen/FormatText.cs new file mode 100644 index 0000000..103466d --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/FormatText.cs @@ -0,0 +1,55 @@ + +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +using Luban; + + +namespace SepCore.Definition +{ +public sealed partial class FormatText : Luban.BeanBase +{ + public FormatText(ByteBuf _buf) + { + Name = _buf.ReadString(); + Format = _buf.ReadString(); + } + + public static FormatText DeserializeFormatText(ByteBuf _buf) + { + return new FormatText(_buf); + } + + /// + /// 文本名 + /// + public readonly string Name; + /// + /// 格式化字符串 + /// + public readonly string Format; + + public const int __ID__ = -1977697820; + public override int GetTypeId() => __ID__; + + public void ResolveRef(Tables tables) + { + + + } + + public override string ToString() + { + return "{ " + + "name:" + Name + "," + + "format:" + Format + "," + + "}"; + } +} + +} diff --git a/Assets/GameMain/Scripts/Base/Gen/FormatText.cs.meta b/Assets/GameMain/Scripts/Base/Gen/FormatText.cs.meta new file mode 100644 index 0000000..1a04953 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/FormatText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c5b0b070e5621408e9aa0b909cab1f1b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Base/Gen/GlobalConfig.cs b/Assets/GameMain/Scripts/Base/Gen/GlobalConfig.cs index 66bc540..aaafeb5 100644 --- a/Assets/GameMain/Scripts/Base/Gen/GlobalConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/GlobalConfig.cs @@ -22,6 +22,7 @@ public sealed partial class GlobalConfig : Luban.BeanBase EnemyLoseTargetMs = _buf.ReadInt(); EnemyFrontViewAngle = _buf.ReadInt(); AlertMax = _buf.ReadInt(); + WarehouseSlotCount = _buf.ReadInt(); BackpackSlotCount = _buf.ReadInt(); SecureSlotCount = _buf.ReadInt(); MinPlayerPartySize = _buf.ReadInt(); @@ -67,6 +68,10 @@ public sealed partial class GlobalConfig : Luban.BeanBase /// public readonly int AlertMax; /// + /// 仓库格子数 + /// + public readonly int WarehouseSlotCount; + /// /// 共享背包格子数 /// public readonly int BackpackSlotCount; @@ -143,6 +148,7 @@ public sealed partial class GlobalConfig : Luban.BeanBase + } public override string ToString() @@ -154,6 +160,7 @@ public sealed partial class GlobalConfig : Luban.BeanBase + "enemyLoseTargetMs:" + EnemyLoseTargetMs + "," + "enemyFrontViewAngle:" + EnemyFrontViewAngle + "," + "alertMax:" + AlertMax + "," + + "warehouseSlotCount:" + WarehouseSlotCount + "," + "backpackSlotCount:" + BackpackSlotCount + "," + "secureSlotCount:" + SecureSlotCount + "," + "minPlayerPartySize:" + MinPlayerPartySize + "," diff --git a/Assets/GameMain/Scripts/Base/Gen/ItemConfig.cs b/Assets/GameMain/Scripts/Base/Gen/ItemConfig.cs index 90a6e1e..39210af 100644 --- a/Assets/GameMain/Scripts/Base/Gen/ItemConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/ItemConfig.cs @@ -26,6 +26,7 @@ public sealed partial class ItemConfig : Luban.BeanBase MaxMpBonus = _buf.ReadInt(); AtkBonus = _buf.ReadInt(); MatBonus = _buf.ReadInt(); + SpeedBonus = _buf.ReadInt(); } public static ItemConfig DeserializeItemConfig(ByteBuf _buf) @@ -73,6 +74,10 @@ public sealed partial class ItemConfig : Luban.BeanBase /// MAT修正 /// public readonly int MatBonus; + /// + /// SPD修正 + /// + public readonly int SpeedBonus; public const int __ID__ = -764023723; public override int GetTypeId() => __ID__; @@ -89,6 +94,7 @@ public sealed partial class ItemConfig : Luban.BeanBase + } public override string ToString() @@ -104,6 +110,7 @@ public sealed partial class ItemConfig : Luban.BeanBase + "maxMpBonus:" + MaxMpBonus + "," + "atkBonus:" + AtkBonus + "," + "matBonus:" + MatBonus + "," + + "speedBonus:" + SpeedBonus + "," + "}"; } } diff --git a/Assets/GameMain/Scripts/Base/Gen/SceneConfig.cs b/Assets/GameMain/Scripts/Base/Gen/SceneConfig.cs index f36fd78..26d626d 100644 --- a/Assets/GameMain/Scripts/Base/Gen/SceneConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/SceneConfig.cs @@ -16,7 +16,7 @@ public sealed partial class SceneConfig : Luban.BeanBase { public SceneConfig(ByteBuf _buf) { - Id = _buf.ReadInt(); + Id = (SceneType)_buf.ReadInt(); AssetName = _buf.ReadString(); BackgroundMusicId = _buf.ReadInt(); } @@ -29,7 +29,7 @@ public sealed partial class SceneConfig : Luban.BeanBase /// /// 场景编号 /// - public readonly int Id; + public readonly SceneType Id; /// /// 资源名称 /// diff --git a/Assets/GameMain/Scripts/Base/Gen/SceneType.cs b/Assets/GameMain/Scripts/Base/Gen/SceneType.cs new file mode 100644 index 0000000..c803dec --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/SceneType.cs @@ -0,0 +1,34 @@ + +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + + + +namespace SepCore.Definition +{ + /// + /// 场景类型 + /// + public enum SceneType : byte + { + /// + /// 启动场景 + /// + Launch = 0, + /// + /// 菜单场景 + /// + Menu = 1, + /// + /// 主场景 + /// + Main = 2, + } + +} + diff --git a/Assets/GameMain/Scripts/Base/Gen/SceneType.cs.meta b/Assets/GameMain/Scripts/Base/Gen/SceneType.cs.meta new file mode 100644 index 0000000..b653352 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/SceneType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab1610b60f3ea4315a395afa38cc1ca5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Base/Gen/Tables.cs b/Assets/GameMain/Scripts/Base/Gen/Tables.cs index f421611..070c5f1 100644 --- a/Assets/GameMain/Scripts/Base/Gen/Tables.cs +++ b/Assets/GameMain/Scripts/Base/Gen/Tables.cs @@ -14,9 +14,10 @@ namespace SepCore.Definition public partial class Tables { /// - /// 全局固定规则 + /// 全局零散配置(单例) /// public TbGlobalConfig TbGlobalConfig {get; } + public TbFormatText TbFormatText {get; } /// /// 稀有度搜索时间 /// @@ -85,6 +86,7 @@ public partial class Tables public Tables(System.Func loader) { TbGlobalConfig = new TbGlobalConfig(loader("tbglobalconfig")); + TbFormatText = new TbFormatText(loader("tbformattext")); TbRarityConfig = new TbRarityConfig(loader("tbrarityconfig")); TbDifficultyConfig = new TbDifficultyConfig(loader("tbdifficultyconfig")); TbCharacterConfig = new TbCharacterConfig(loader("tbcharacterconfig")); @@ -107,6 +109,7 @@ public partial class Tables private void ResolveRef() { TbGlobalConfig.ResolveRef(this); + TbFormatText.ResolveRef(this); TbRarityConfig.ResolveRef(this); TbDifficultyConfig.ResolveRef(this); TbCharacterConfig.ResolveRef(this); diff --git a/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs b/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs new file mode 100644 index 0000000..db14d97 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs @@ -0,0 +1,52 @@ + +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + +using Luban; + + +namespace SepCore.Definition +{ +public partial class TbFormatText +{ + private readonly System.Collections.Generic.Dictionary _dataMap; + private readonly System.Collections.Generic.List _dataList; + + public TbFormatText(ByteBuf _buf) + { + _dataMap = new System.Collections.Generic.Dictionary(); + _dataList = new System.Collections.Generic.List(); + + for(int n = _buf.ReadSize() ; n > 0 ; --n) + { + FormatText _v; + _v = FormatText.DeserializeFormatText(_buf); + _dataList.Add(_v); + _dataMap.Add(_v.Name, _v); + } + } + + public System.Collections.Generic.Dictionary DataMap => _dataMap; + public System.Collections.Generic.List DataList => _dataList; + + public FormatText GetOrDefault(string key) => _dataMap.TryGetValue(key, out var v) ? v : null; + public FormatText Get(string key) => _dataMap[key]; + public FormatText this[string key] => _dataMap[key]; + + public void ResolveRef(Tables tables) + { + foreach(var _v in _dataList) + { + _v.ResolveRef(tables); + } + } + +} + +} + diff --git a/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs.meta b/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs.meta new file mode 100644 index 0000000..78762c3 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/TbFormatText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d39bcaec55e074ab7a226678e837d3e9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Base/Gen/TbGlobalConfig.cs b/Assets/GameMain/Scripts/Base/Gen/TbGlobalConfig.cs index 4c6a535..59f14fb 100644 --- a/Assets/GameMain/Scripts/Base/Gen/TbGlobalConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/TbGlobalConfig.cs @@ -13,7 +13,7 @@ using Luban; namespace SepCore.Definition { /// -/// 全局固定规则 +/// 全局零散配置(单例) /// public partial class TbGlobalConfig { @@ -55,6 +55,10 @@ public partial class TbGlobalConfig /// public int AlertMax => _data.AlertMax; /// + /// 仓库格子数 + /// + public int WarehouseSlotCount => _data.WarehouseSlotCount; + /// /// 共享背包格子数 /// public int BackpackSlotCount => _data.BackpackSlotCount; diff --git a/Assets/GameMain/Scripts/Base/Gen/TbSceneConfig.cs b/Assets/GameMain/Scripts/Base/Gen/TbSceneConfig.cs index f1bde57..0d91dea 100644 --- a/Assets/GameMain/Scripts/Base/Gen/TbSceneConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/TbSceneConfig.cs @@ -17,12 +17,12 @@ namespace SepCore.Definition /// public partial class TbSceneConfig { - private readonly System.Collections.Generic.Dictionary _dataMap; + private readonly System.Collections.Generic.Dictionary _dataMap; private readonly System.Collections.Generic.List _dataList; public TbSceneConfig(ByteBuf _buf) { - _dataMap = new System.Collections.Generic.Dictionary(); + _dataMap = new System.Collections.Generic.Dictionary(); _dataList = new System.Collections.Generic.List(); for(int n = _buf.ReadSize() ; n > 0 ; --n) @@ -34,12 +34,12 @@ public partial class TbSceneConfig } } - public System.Collections.Generic.Dictionary DataMap => _dataMap; + public System.Collections.Generic.Dictionary DataMap => _dataMap; public System.Collections.Generic.List DataList => _dataList; - public SceneConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null; - public SceneConfig Get(int key) => _dataMap[key]; - public SceneConfig this[int key] => _dataMap[key]; + public SceneConfig GetOrDefault(SceneType key) => _dataMap.TryGetValue(key, out var v) ? v : null; + public SceneConfig Get(SceneType key) => _dataMap[key]; + public SceneConfig this[SceneType key] => _dataMap[key]; public void ResolveRef(Tables tables) { diff --git a/Assets/GameMain/Scripts/Base/Gen/TbUIFormConfig.cs b/Assets/GameMain/Scripts/Base/Gen/TbUIFormConfig.cs index abaa79a..801838f 100644 --- a/Assets/GameMain/Scripts/Base/Gen/TbUIFormConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/TbUIFormConfig.cs @@ -17,12 +17,12 @@ namespace SepCore.Definition /// public partial class TbUIFormConfig { - private readonly System.Collections.Generic.Dictionary _dataMap; + private readonly System.Collections.Generic.Dictionary _dataMap; private readonly System.Collections.Generic.List _dataList; public TbUIFormConfig(ByteBuf _buf) { - _dataMap = new System.Collections.Generic.Dictionary(); + _dataMap = new System.Collections.Generic.Dictionary(); _dataList = new System.Collections.Generic.List(); for(int n = _buf.ReadSize() ; n > 0 ; --n) @@ -34,12 +34,12 @@ public partial class TbUIFormConfig } } - public System.Collections.Generic.Dictionary DataMap => _dataMap; + public System.Collections.Generic.Dictionary DataMap => _dataMap; public System.Collections.Generic.List DataList => _dataList; - public UIFormConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null; - public UIFormConfig Get(int key) => _dataMap[key]; - public UIFormConfig this[int key] => _dataMap[key]; + public UIFormConfig GetOrDefault(UIFormType key) => _dataMap.TryGetValue(key, out var v) ? v : null; + public UIFormConfig Get(UIFormType key) => _dataMap[key]; + public UIFormConfig this[UIFormType key] => _dataMap[key]; public void ResolveRef(Tables tables) { diff --git a/Assets/GameMain/Scripts/Base/Gen/UIFormConfig.cs b/Assets/GameMain/Scripts/Base/Gen/UIFormConfig.cs index f078404..aeb2e59 100644 --- a/Assets/GameMain/Scripts/Base/Gen/UIFormConfig.cs +++ b/Assets/GameMain/Scripts/Base/Gen/UIFormConfig.cs @@ -16,7 +16,7 @@ public sealed partial class UIFormConfig : Luban.BeanBase { public UIFormConfig(ByteBuf _buf) { - Id = _buf.ReadInt(); + Id = (UIFormType)_buf.ReadInt(); AssetName = _buf.ReadString(); UIGroupName = _buf.ReadString(); AllowMultiInstance = _buf.ReadBool(); @@ -31,7 +31,7 @@ public sealed partial class UIFormConfig : Luban.BeanBase /// /// 界面编号 /// - public readonly int Id; + public readonly UIFormType Id; /// /// 资源名称 /// diff --git a/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs b/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs new file mode 100644 index 0000000..9eead81 --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs @@ -0,0 +1,42 @@ + +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ + + + +namespace SepCore.Definition +{ + /// + /// 界面类型 + /// + public enum UIFormType : byte + { + /// + /// 未定义 + /// + Undefined = 0, + /// + /// 弹出框 + /// + DialogForm = 1, + /// + /// 大厅界面 + /// + LobbyForm = 100, + /// + /// 设置 + /// + SettingForm = 101, + /// + /// 关于 + /// + AboutForm = 102, + } + +} + diff --git a/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs.meta b/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs.meta new file mode 100644 index 0000000..8f9f90f --- /dev/null +++ b/Assets/GameMain/Scripts/Base/Gen/UIFormType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d9c04bb114b74ef4a6c4e0985d7b31a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Editor/UI/UIAssetsTools.cs b/Assets/GameMain/Scripts/Editor/UI/UIAssetsTools.cs index 3d7ae40..7f93f71 100644 --- a/Assets/GameMain/Scripts/Editor/UI/UIAssetsTools.cs +++ b/Assets/GameMain/Scripts/Editor/UI/UIAssetsTools.cs @@ -326,14 +326,14 @@ namespace SepCore.Editor for (int i = 0; i < batch.entries.Count; i++) { PendingGeneration pending = batch.entries[i]; - Type viewType = FindViewType(pending.viewClassFullName); + Type viewType = FindGeneratedType(pending.viewClassFullName); if (viewType == null) { Debug.LogError("Generated UI view type was not found after compilation: " + pending.viewClassFullName); return; } - Type formType = FindViewType(pending.formClassFullName); + Type formType = FindGeneratedType(pending.formClassFullName); if (formType == null) { Debug.LogError("Generated UI form type was not found after compilation: " + pending.formClassFullName); @@ -401,9 +401,9 @@ namespace SepCore.Editor } current.RefreshItems(); - for (int i = 0; i < current.NestedViewReferences.Count; i++) + for (int i = 0; i < current.NestedFormReferences.Count; i++) { - UISerializationRoot nestedRoot = current.NestedViewReferences[i].Root; + UISerializationRoot nestedRoot = current.NestedFormReferences[i].Root; if (nestedRoot != null) { CollectGenerationRootsRecursive(nestedRoot, persistentContext, visited, result); @@ -519,9 +519,9 @@ namespace SepCore.Editor } } - for (int i = 0; i < root.NestedViewReferences.Count; i++) + for (int i = 0; i < root.NestedFormReferences.Count; i++) { - UISerializationRoot.NestedViewReference reference = root.NestedViewReferences[i]; + UISerializationRoot.NestedFormReference reference = root.NestedFormReferences[i]; if (reference == null || !reference.GenerateReference) { continue; @@ -530,7 +530,7 @@ namespace SepCore.Editor UISerializationRoot nestedRoot = reference.Root; if (nestedRoot == null) { - throw new InvalidOperationException("A nested UI View reference is missing below " + GetHierarchyPath(root.transform) + "."); + throw new InvalidOperationException("A nested UI Form reference is missing below " + GetHierarchyPath(root.transform) + "."); } string variableName = NormalizeAndValidateVariableName(reference.VariableName, nestedRoot.transform, names); @@ -538,7 +538,7 @@ namespace SepCore.Editor { nestedRoot = nestedRoot, variableName = variableName, - csharpTypeName = "global::" + GeneratedNamespace + "." + GetViewClassName(nestedRoot) + csharpTypeName = "global::" + GeneratedNamespace + "." + GetFormClassName(nestedRoot) }); } @@ -679,17 +679,17 @@ namespace SepCore.Editor } root.RefreshItems(); - for (int i = 0; i < root.NestedViewReferences.Count; i++) + for (int i = 0; i < root.NestedFormReferences.Count; i++) { - UISerializationRoot nestedRoot = root.NestedViewReferences[i].Root; + UISerializationRoot nestedRoot = root.NestedFormReferences[i].Root; if (nestedRoot != null) { ApplyGeneratedComponentsToRoot(nestedRoot); } } - Type viewType = FindViewType(GeneratedNamespace + "." + GetViewClassName(root)); - Type formType = FindViewType(GeneratedNamespace + "." + GetFormClassName(root)); + Type viewType = FindGeneratedType(GeneratedNamespace + "." + GetViewClassName(root)); + Type formType = FindGeneratedType(GeneratedNamespace + "." + GetFormClassName(root)); if (viewType == null || formType == null) { return; @@ -757,19 +757,19 @@ namespace SepCore.Editor UnityEngine.Object target = binding.component; if (binding.nestedRoot != null) { - string nestedViewFullName = GeneratedNamespace + "." + GetViewClassName(binding.nestedRoot); - Type nestedViewType = FindViewType(nestedViewFullName); - if (nestedViewType == null) + string nestedFormFullName = GeneratedNamespace + "." + GetFormClassName(binding.nestedRoot); + Type nestedFormType = FindGeneratedType(nestedFormFullName); + if (nestedFormType == null) { - throw new InvalidOperationException("Nested UI view type was not found: " + nestedViewFullName + "."); + throw new InvalidOperationException("Nested UI form type was not found: " + nestedFormFullName + "."); } - target = binding.nestedRoot.GetComponent(nestedViewType); + target = binding.nestedRoot.GetComponent(nestedFormType); if (target == null) { throw new InvalidOperationException( "Nested UI root '" + GetHierarchyPath(binding.nestedRoot.transform) + - "' does not have its generated View component '" + nestedViewFullName + "'."); + "' does not have its generated Form component '" + nestedFormFullName + "'."); } } @@ -786,7 +786,7 @@ namespace SepCore.Editor return view; } - private static Type FindViewType(string fullName) + private static Type FindGeneratedType(string fullName) { return TypeCache.GetTypesDerivedFrom() .FirstOrDefault(type => type.FullName == fullName); diff --git a/Assets/GameMain/Scripts/Editor/UI/UISerializationRootEditor.cs b/Assets/GameMain/Scripts/Editor/UI/UISerializationRootEditor.cs index 0e7e51c..d2a1009 100644 --- a/Assets/GameMain/Scripts/Editor/UI/UISerializationRootEditor.cs +++ b/Assets/GameMain/Scripts/Editor/UI/UISerializationRootEditor.cs @@ -40,10 +40,10 @@ namespace SepCore.Editor } } - SerializedProperty nestedViews = serializedObject.FindProperty("nestedViewReferences"); - for (int i = 0; i < nestedViews.arraySize; i++) + SerializedProperty nestedForms = serializedObject.FindProperty("nestedFormReferences"); + for (int i = 0; i < nestedForms.arraySize; i++) { - SerializedProperty entry = nestedViews.GetArrayElementAtIndex(i); + SerializedProperty entry = nestedForms.GetArrayElementAtIndex(i); if (entry.FindPropertyRelative("generateReference").boolValue) { referenceCount++; @@ -53,7 +53,7 @@ namespace SepCore.Editor EditorGUILayout.LabelField("View Class", UIAssetsTools.GetViewClassName(root)); EditorGUILayout.LabelField("Form Class", UIAssetsTools.GetFormClassName(root)); EditorGUILayout.LabelField("Owned Items", root.SerializationItems.Count.ToString()); - EditorGUILayout.LabelField("Nested Views", nestedViews.arraySize.ToString()); + EditorGUILayout.LabelField("Nested Forms", nestedForms.arraySize.ToString()); EditorGUILayout.LabelField("Generated References", referenceCount.ToString()); EditorGUILayout.Space(4f); @@ -77,15 +77,15 @@ namespace SepCore.Editor } EditorGUILayout.Space(4f); - EditorGUILayout.LabelField("Nested Views", EditorStyles.boldLabel); - if (nestedViews.arraySize == 0) + EditorGUILayout.LabelField("Nested Forms", EditorStyles.boldLabel); + if (nestedForms.arraySize == 0) { - EditorGUILayout.HelpBox("Nested UISerializationRoot components will appear here and form serialization boundaries.", MessageType.Info); + EditorGUILayout.HelpBox("Nested UISerializationRoot components will appear here as child Form references and form serialization boundaries.", MessageType.Info); } - for (int i = 0; i < nestedViews.arraySize; i++) + for (int i = 0; i < nestedForms.arraySize; i++) { - SerializedProperty entry = nestedViews.GetArrayElementAtIndex(i); + SerializedProperty entry = nestedForms.GetArrayElementAtIndex(i); SerializedProperty nestedRootProperty = entry.FindPropertyRelative("root"); SerializedProperty generate = entry.FindPropertyRelative("generateReference"); SerializedProperty variableName = entry.FindPropertyRelative("variableName"); @@ -107,7 +107,7 @@ namespace SepCore.Editor if (nestedRoot != null) { - EditorGUILayout.LabelField("View Class", UIAssetsTools.GetViewClassName(nestedRoot)); + EditorGUILayout.LabelField("Form Class", UIAssetsTools.GetFormClassName(nestedRoot)); } if (generate.boolValue) diff --git a/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs b/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs index a04a926..2ff824f 100644 --- a/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs +++ b/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs @@ -68,6 +68,14 @@ namespace SepCore.Procedure () => { _loadedFlag[LubanTablesFlag] = true; + + // Load save data; create a new game if no save exists + GameEntry.Save.Load(); + if (!GameEntry.Save.HasSave && !GameEntry.Save.IsReady) + { + GameEntry.Save.CreateNewGame(); + } + Log.Info("Load Luban data tables OK."); }, errorMessage => diff --git a/Assets/GameMain/Scripts/Procedure/ProcedureMenu.cs b/Assets/GameMain/Scripts/Procedure/ProcedureMenu.cs index 51d46cb..57e1a28 100644 --- a/Assets/GameMain/Scripts/Procedure/ProcedureMenu.cs +++ b/Assets/GameMain/Scripts/Procedure/ProcedureMenu.cs @@ -1,5 +1,6 @@ using GameFramework.Fsm; using GameFramework.Procedure; +using SepCore.Definition; using SepCore.UI; namespace SepCore.Procedure @@ -15,15 +16,7 @@ namespace SepCore.Procedure { base.OnEnter(procedureOwner); - DialogParams context = new DialogParams() - { - Message = "This is a test dialog.", - Title = "This is a test dialog.", - Mode = 2, - ConfirmText = "确认", - CancelText = "取消", - }; - GameEntry.UI.OpenDialog(context); + GameEntry.UI.OpenUIForm(UIFormType.LobbyForm); } protected override void OnUpdate(IFsm procedureOwner, float elapseSeconds, @@ -34,6 +27,8 @@ namespace SepCore.Procedure protected override void OnLeave(IFsm procedureOwner, bool isShutdown) { + GameEntry.UI.CloseAllLoadedUIForms(); + base.OnLeave(procedureOwner, isShutdown); } diff --git a/Assets/GameMain/Scripts/Runtime/Base/GameEntry.Custom.cs b/Assets/GameMain/Scripts/Runtime/Base/GameEntry.Custom.cs index 6dd9be8..542ee0d 100644 --- a/Assets/GameMain/Scripts/Runtime/Base/GameEntry.Custom.cs +++ b/Assets/GameMain/Scripts/Runtime/Base/GameEntry.Custom.cs @@ -10,9 +10,12 @@ public partial class GameEntry : MonoBehaviour public static LubanComponent Luban { get; private set; } + public static SaveComponent Save { get; private set; } + private static void InitCustomComponents() { BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent(); Luban = UnityGameFramework.Runtime.GameEntry.GetComponent(); + Save = UnityGameFramework.Runtime.GameEntry.GetComponent(); } } diff --git a/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/ResourceAsyncExtension.cs b/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/ResourceAsyncExtension.cs index f0140dc..0771433 100644 --- a/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/ResourceAsyncExtension.cs +++ b/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/ResourceAsyncExtension.cs @@ -1,4 +1,7 @@ +using System; +using System.Threading; using Cysharp.Threading.Tasks; +using GameFramework.Resource; using UnityGameFramework.Runtime; using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs; using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs; @@ -58,5 +61,42 @@ namespace SepCore.AsyncTask timeout ); } + + /// + /// 异步加载资源 + /// + /// 资源类型 + /// 资源组件 + /// 资源名称 + /// 加载优先级 + /// 用户自定义数据 + /// 加载进度 + /// 超时时间(秒),0表示不超时 + /// 加载的资源 + public static UniTask LoadAssetAsync(this ResourceComponent resourceComponent, + string assetName, + int priority = 0, + object userData = null, + IProgress progress = null, + float timeout = 0f) where T : class + { + var tcs = new UniTaskCompletionSource(); + + var callbacks = new LoadAssetCallbacks( + (name, asset, duration, ud) => tcs.TrySetResult((T)asset), + (name, status, errorMessage, ud) => tcs.TrySetException(new Exception($"加载资源失败: {name}, status: {status}, error: {errorMessage}")), + (name, p, ud) => progress?.Report(p) + ); + + resourceComponent.LoadAsset(assetName, typeof(T), priority, callbacks, userData); + + if (timeout > 0f) + { + UniTask.Delay(TimeSpan.FromSeconds(timeout), cancellationToken: CancellationToken.None) + .ContinueWith(() => tcs.TrySetException(new TimeoutException($"加载资源超时: {assetName}, {timeout}秒"))); + } + + return tcs.Task; + } } } \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/LubanComponent.cs b/Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/LubanComponent.cs index 9d4e286..2b5eaa2 100644 --- a/Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/LubanComponent.cs +++ b/Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/LubanComponent.cs @@ -35,6 +35,7 @@ namespace SepCore.CustomComponent "tbsoundconfig", "tbuiformconfig", "tbuisoundconfig", + "tbformattext" }; private sealed class TableAccessor @@ -44,24 +45,88 @@ namespace SepCore.CustomComponent } private static readonly Dictionary TableAccessors = - new Dictionary + new() { - { typeof(CharacterConfig), Accessor(tables => id => tables.TbCharacterConfig.GetOrDefault(id), tables => tables.TbCharacterConfig.DataList) }, - { typeof(BattleActionConfig), Accessor(tables => id => tables.TbBattleActionConfig.GetOrDefault(id), tables => tables.TbBattleActionConfig.DataList) }, - { typeof(ThreatLevelConfig), Accessor(tables => id => tables.TbThreatLevelConfig.GetOrDefault(id), tables => tables.TbThreatLevelConfig.DataList) }, - { typeof(EnemyConfig), Accessor(tables => id => tables.TbEnemyConfig.GetOrDefault(id), tables => tables.TbEnemyConfig.DataList) }, - { typeof(EnemyPartyConfig), Accessor(tables => id => tables.TbEnemyPartyConfig.GetOrDefault(id), tables => tables.TbEnemyPartyConfig.DataList) }, - { typeof(ItemConfig), Accessor(tables => id => tables.TbItemConfig.GetOrDefault(id), tables => tables.TbItemConfig.DataList) }, - { typeof(ResourcePointConfig), Accessor(tables => id => tables.TbResourcePointConfig.GetOrDefault(id), tables => tables.TbResourcePointConfig.DataList) }, - { typeof(EnemyDropConfig), Accessor(tables => id => tables.TbEnemyDropConfig.GetOrDefault(id), tables => tables.TbEnemyDropConfig.DataList) }, - { typeof(RarityConfig), Accessor(tables => id => tables.TbRarityConfig.GetOrDefault((Rarity)id), tables => tables.TbRarityConfig.DataList) }, - { typeof(DifficultyConfig), Accessor(tables => id => tables.TbDifficultyConfig.GetOrDefault((DifficultyTier)id), tables => tables.TbDifficultyConfig.DataList) }, - { typeof(EntityConfig), Accessor(tables => id => tables.TbEntityConfig.GetOrDefault(id), tables => tables.TbEntityConfig.DataList) }, - { typeof(MusicConfig), Accessor(tables => id => tables.TbMusicConfig.GetOrDefault(id), tables => tables.TbMusicConfig.DataList) }, - { typeof(SceneConfig), Accessor(tables => id => tables.TbSceneConfig.GetOrDefault(id), tables => tables.TbSceneConfig.DataList) }, - { typeof(SoundConfig), Accessor(tables => id => tables.TbSoundConfig.GetOrDefault(id), tables => tables.TbSoundConfig.DataList) }, - { typeof(UIFormConfig), Accessor(tables => id => tables.TbUIFormConfig.GetOrDefault(id), tables => tables.TbUIFormConfig.DataList) }, - { typeof(UISoundConfig), Accessor(tables => id => tables.TbUISoundConfig.GetOrDefault(id), tables => tables.TbUISoundConfig.DataList) }, + { + typeof(CharacterConfig), + Accessor(tables => id => tables.TbCharacterConfig.GetOrDefault(id), + tables => tables.TbCharacterConfig.DataList) + }, + { + typeof(BattleActionConfig), + Accessor(tables => id => tables.TbBattleActionConfig.GetOrDefault(id), + tables => tables.TbBattleActionConfig.DataList) + }, + { + typeof(ThreatLevelConfig), + Accessor(tables => id => tables.TbThreatLevelConfig.GetOrDefault(id), + tables => tables.TbThreatLevelConfig.DataList) + }, + { + typeof(EnemyConfig), + Accessor(tables => id => tables.TbEnemyConfig.GetOrDefault(id), + tables => tables.TbEnemyConfig.DataList) + }, + { + typeof(EnemyPartyConfig), + Accessor(tables => id => tables.TbEnemyPartyConfig.GetOrDefault(id), + tables => tables.TbEnemyPartyConfig.DataList) + }, + { + typeof(ItemConfig), + Accessor(tables => id => tables.TbItemConfig.GetOrDefault(id), + tables => tables.TbItemConfig.DataList) + }, + { + typeof(ResourcePointConfig), + Accessor(tables => id => tables.TbResourcePointConfig.GetOrDefault(id), + tables => tables.TbResourcePointConfig.DataList) + }, + { + typeof(EnemyDropConfig), + Accessor(tables => id => tables.TbEnemyDropConfig.GetOrDefault(id), + tables => tables.TbEnemyDropConfig.DataList) + }, + { + typeof(RarityConfig), + Accessor(tables => id => tables.TbRarityConfig.GetOrDefault((Rarity)id), + tables => tables.TbRarityConfig.DataList) + }, + { + typeof(DifficultyConfig), + Accessor(tables => id => tables.TbDifficultyConfig.GetOrDefault((DifficultyTier)id), + tables => tables.TbDifficultyConfig.DataList) + }, + { + typeof(EntityConfig), + Accessor(tables => id => tables.TbEntityConfig.GetOrDefault(id), + tables => tables.TbEntityConfig.DataList) + }, + { + typeof(MusicConfig), + Accessor(tables => id => tables.TbMusicConfig.GetOrDefault(id), + tables => tables.TbMusicConfig.DataList) + }, + { + typeof(SceneConfig), + Accessor(tables => id => tables.TbSceneConfig.GetOrDefault((SceneType)id), + tables => tables.TbSceneConfig.DataList) + }, + { + typeof(SoundConfig), + Accessor(tables => id => tables.TbSoundConfig.GetOrDefault(id), + tables => tables.TbSoundConfig.DataList) + }, + { + typeof(UIFormConfig), + Accessor(tables => id => tables.TbUIFormConfig.GetOrDefault((UIFormType)id), + tables => tables.TbUIFormConfig.DataList) + }, + { + typeof(UISoundConfig), + Accessor(tables => id => tables.TbUISoundConfig.GetOrDefault(id), + tables => tables.TbUISoundConfig.DataList) + }, }; private static TableAccessor Accessor(Func> rowGetterFactory, @@ -82,13 +147,15 @@ namespace SepCore.CustomComponent /// /// 获取 Luban 数据表管理器,加载完成后可用。 /// - public SepCore.Definition.Tables Tables { get; private set; } + public Tables Tables { get; private set; } /// /// 获取数据表是否已加载完成。 /// public bool IsReady => Tables != null; + public TbGlobalConfig Global => Tables.TbGlobalConfig; + /// /// 按 id 获取数据行,未找到时返回 null。 /// @@ -193,7 +260,8 @@ namespace SepCore.CustomComponent } } - private void OnLoadTableFailure(string assetName, LoadResourceStatus status, string errorMessage, object userData) + private void OnLoadTableFailure(string assetName, LoadResourceStatus status, string errorMessage, + object userData) { Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", (string)userData, assetName, errorMessage); @@ -208,4 +276,4 @@ namespace SepCore.CustomComponent return GameFramework.Utility.Text.Format("Assets/GameMain/DataTables/{0}.bytes", tableName); } } -} +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/MainWarehouse.meta b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save.meta similarity index 77% rename from Assets/GameMain/Scripts/UI/MainWarehouse.meta rename to Assets/GameMain/Scripts/Runtime/CustomComponent/Save.meta index f5430a2..3b902b5 100644 --- a/Assets/GameMain/Scripts/UI/MainWarehouse.meta +++ b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 233579b69c85c4f9db143fcf0368c36a +guid: 8247612c245cc47be82009199a823d68 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs new file mode 100644 index 0000000..4cb21ab --- /dev/null +++ b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs @@ -0,0 +1,192 @@ +using System; +using System.Collections.Generic; +using System.IO; +using SepCore.Definition; +using UnityEngine; +using UnityGameFramework.Runtime; + +namespace SepCore.CustomComponent +{ + /// + /// 存档组件。 + /// 负责游戏存档的读取与写入,数据结构见 Docs/Tech/02_SaveData.md。 + /// 存档只包含局外状态与已结束单局的结算记录;进行中的单局使用临时状态,不写入存档。 + /// + public class SaveComponent : GameFrameworkComponent + { + /// + /// 存档文件名。 + /// + [SerializeField] private string _fileName = "save.json"; + + private SaveData _data = null; + private bool _hasSave = false; + + /// + /// 获取当前内存中的存档数据;未加载或未创建时为 null。 + /// + public SaveData Data => _data; + + /// + /// 获取磁盘上是否已存在存档文件。 + /// + public bool HasSave => _hasSave; + + /// + /// 获取存档数据是否可用。 + /// + public bool IsReady => _data != null; + + /// + /// 获取存档文件的完整路径。 + /// + public string SaveFilePath => GameFramework.Utility.Path.GetRegularPath( + Path.Combine(Application.persistentDataPath, _fileName)); + + /// + /// 从磁盘加载存档。 + /// 文件不存在时返回 true 且 HasSave 为 false;解析失败时返回 false。 + /// + public bool Load() + { + string path = SaveFilePath; + if (!File.Exists(path)) + { + _hasSave = false; + _data = null; + Log.Info("Save file '{0}' does not exist.", path); + return true; + } + + try + { + string json = File.ReadAllText(path); + SaveData data = SaveData.FromJson(json); + if (data == null) + { + Log.Error("Parse save file '{0}' failure.", path); + _hasSave = true; + _data = null; + return false; + } + + if (data.version != SaveData.CurrentVersion) + { + Log.Warning("Save file '{0}' version '{1}' does not match current version '{2}'.", + path, data.version, SaveData.CurrentVersion); + } + + _data = data; + _hasSave = true; + Log.Info("Load save file '{0}' OK.", path); + return true; + } + catch (Exception exception) + { + Log.Error("Load save file '{0}' failure with exception '{1}'.", path, exception); + _hasSave = true; + _data = null; + return false; + } + } + + /// + /// 创建新存档数据(不写盘)。 + /// 角色与初始装备来自配表:GlobalConfig.NewGameCharacterIds 与 CharacterConfig 的初始装备栏。 + /// + public bool CreateNewGame() + { + if (!GameEntry.Luban.IsReady) + { + Log.Error("Can not create new game before Luban data tables are loaded."); + return false; + } + + GlobalConfig global = GameEntry.Luban.Global.Data; + SaveData data = new SaveData + { + version = SaveData.CurrentVersion, + updatedAt = GetTimestamp(), + mainWarehouse = CreateInitialWarehouse(), + characters = new List(), + loadout = new LoadoutSave(), + runHistory = new List(), + }; + + foreach (int characterId in global.NewGameCharacterIds) + { + CharacterConfig config = GameEntry.Luban.Get(characterId); + int weaponItemId = config != null ? config.WeaponItemId : 0; + int armorItemId = config != null ? config.ArmorItemId : 0; + data.characters.Add(new CharacterSave(characterId, weaponItemId, armorItemId)); + } + + data.loadout.Normalize(); + _data = data; + _hasSave = false; + Log.Info("Create new game save data OK."); + return true; + } + + /// + /// 将当前存档数据写入磁盘。 + /// 写入前自动更新 updatedAt;使用临时文件替换,避免写入中断损坏存档。 + /// + public bool Save() + { + if (_data == null) + { + Log.Warning("Can not save because save data does not exist."); + return false; + } + + _data.updatedAt = GetTimestamp(); + string json = _data.ToJson(); + + string path = SaveFilePath; + string tempPath = path + ".tmp"; + try + { + File.WriteAllText(tempPath, json); + if (File.Exists(path)) + { + File.Delete(path); + } + + File.Move(tempPath, path); + _hasSave = true; + Log.Info("Save save file '{0}' OK.", path); + return true; + } + catch (Exception exception) + { + Log.Error("Save save file '{0}' failure with exception '{1}'.", path, exception); + return false; + } + } + + private static List CreateInitialWarehouse() + { + // 原型调试种子:覆盖全部物品类型与稀有度,用于筛选等功能开发。 + // 后续由配表或正式新存档规则替代。 + return new List + { + new ItemStack(5001, 20), // 旧硬币 战利品/白 + new ItemStack(5002, 7), // 宝石碎片 战利品/绿 + new ItemStack(5003, 3), // 古代零件 战利品/蓝 + new ItemStack(5004, 1), // 精致核心 战利品/金 + new ItemStack(5005, 1), // 神秘遗物 战利品/红 + new ItemStack(5101, 1), // 训练剑 装备/白 + new ItemStack(5102, 1), // 法杖 装备/蓝 + new ItemStack(5201, 1), // 布甲 装备/绿 + new ItemStack(5202, 1), // 术士长袍 装备/金 + new ItemStack(5301, 5), // 恢复药 消耗品/白 + }; + } + + private static long GetTimestamp() + { + return DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(); + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs.meta b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs.meta new file mode 100644 index 0000000..e010c19 --- /dev/null +++ b/Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e65ab245d7674846b4409282a610b3a9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Runtime/UIBase/UGuiForm.cs b/Assets/GameMain/Scripts/Runtime/UIBase/UGuiForm.cs index 82ae565..57eb865 100644 --- a/Assets/GameMain/Scripts/Runtime/UIBase/UGuiForm.cs +++ b/Assets/GameMain/Scripts/Runtime/UIBase/UGuiForm.cs @@ -101,10 +101,6 @@ namespace SepCore.UI foreach (var text in tmp_texts) { text.font = _mainTMPFont; - if (!string.IsNullOrEmpty(text.text)) - { - text.text = GameEntry.Localization.GetString(text.text); - } } } diff --git a/Assets/GameMain/Scripts/Base/Definition/Enum.meta b/Assets/GameMain/Scripts/UI/Base.meta similarity index 58% rename from Assets/GameMain/Scripts/Base/Definition/Enum.meta rename to Assets/GameMain/Scripts/UI/Base.meta index 0f3218e..e3d5350 100644 --- a/Assets/GameMain/Scripts/Base/Definition/Enum.meta +++ b/Assets/GameMain/Scripts/UI/Base.meta @@ -1,9 +1,8 @@ fileFormatVersion: 2 -guid: 2fc27161191c61549a74f80fd54e9645 +guid: 4df8f90e8698941068b8d0dd7c3af46e folderAsset: yes -timeCreated: 1528026150 -licenseType: Pro DefaultImporter: + externalObjects: {} userData: assetBundleName: assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs b/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs new file mode 100644 index 0000000..3f9d049 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs @@ -0,0 +1,41 @@ +using SepCore.Definition; +using TMPro; +using UnityEngine; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 使用 Luban 格式化文本表(TbFormatText)驱动 TextMeshProUGUI 的组件。 + /// 在 Inspector 上填写 Key,调用 Set 传入格式化参数即可更新文本。 + /// + [RequireComponent(typeof(TextMeshProUGUI))] + public class FormatTextUI : MonoBehaviour + { + [SerializeField] private string key; + + private TextMeshProUGUI _text; + + private void Awake() + { + _text = GetComponent(); + } + + public void Set(params object[] args) + { + FormatText format = GameEntry.Luban.Tables.TbFormatText.GetOrDefault(key); + if (format == null) + { + Log.Warning("Can not find format text '{0}'.", key); + return; + } + + _text.SetText(string.Format(format.Format, args)); + } + + public void Clear() + { + _text.SetText(string.Empty); + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs.meta b/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs.meta new file mode 100644 index 0000000..7021ee1 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Base/FormatTextUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6566a3a7cfd184008ab2282feea295f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/CombatReadiness/CombatReadinessView.cs b/Assets/GameMain/Scripts/UI/CombatReadiness/CombatReadinessView.cs index 4dcd847..9e28231 100644 --- a/Assets/GameMain/Scripts/UI/CombatReadiness/CombatReadinessView.cs +++ b/Assets/GameMain/Scripts/UI/CombatReadiness/CombatReadinessView.cs @@ -6,16 +6,8 @@ namespace SepCore.UI [DisallowMultipleComponent] public partial class CombatReadinessView : MonoBehaviour { - [SerializeField] public global::TMPro.TextMeshProUGUI squadMemberText; - [SerializeField] public global::UnityEngine.RectTransform characterSlotRoot; - [SerializeField] public global::SepCore.UI.CharacterSlotItem characterSlotTemplate; - [SerializeField] public global::UnityEngine.UI.ToggleGroup difficultyTabsToggleGroup; - [SerializeField] public global::TMPro.TMP_InputField seedInput; - [SerializeField] public global::UnityEngine.UI.Button randomizeButton; - [SerializeField] public global::TMPro.TextMeshProUGUI partySizeText; - [SerializeField] public global::TMPro.TextMeshProUGUI mapIdText; - [SerializeField] public global::TMPro.TextMeshProUGUI timeLimitText; - [SerializeField] public global::UnityEngine.UI.Button beginRunButton; [SerializeField] public global::TMPro.TextMeshProUGUI storageText; + [SerializeField] public global::SepCore.UI.SquadForm squadForm; + [SerializeField] public global::SepCore.UI.DeploymentForm deploymentForm; } } diff --git a/Assets/GameMain/Scripts/UI/Deployment.meta b/Assets/GameMain/Scripts/UI/Deployment.meta new file mode 100644 index 0000000..354ba5f --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Deployment.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e9d3ff59008964126bb0c8052f0626e0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs b/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs new file mode 100644 index 0000000..79cf48d --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs @@ -0,0 +1,13 @@ +// +using UnityEngine; + +namespace SepCore.UI +{ + [DisallowMultipleComponent] + public partial class DeploymentForm : UGuiForm + { + [SerializeField] private DeploymentView _view = null; + + public DeploymentView View => _view; + } +} diff --git a/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs.meta b/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs.meta new file mode 100644 index 0000000..243b9d2 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Deployment/DeploymentForm.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 37901c3791a804ff6b35692ab2f67f04 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs b/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs new file mode 100644 index 0000000..367d555 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs @@ -0,0 +1,19 @@ +// +using UnityEngine; + +namespace SepCore.UI +{ + [DisallowMultipleComponent] + public partial class DeploymentView : MonoBehaviour + { + [SerializeField] public global::UnityEngine.UI.Toggle tier1Toggle; + [SerializeField] public global::UnityEngine.UI.Toggle tier2Toggle; + [SerializeField] public global::UnityEngine.UI.Toggle tier3Toggle; + [SerializeField] public global::TMPro.TMP_InputField seedInput; + [SerializeField] public global::UnityEngine.UI.Button randomizeButton; + [SerializeField] public global::TMPro.TextMeshProUGUI partySizeText; + [SerializeField] public global::TMPro.TextMeshProUGUI mapIdText; + [SerializeField] public global::TMPro.TextMeshProUGUI timeLimitText; + [SerializeField] public global::UnityEngine.UI.Button beginRunButton; + } +} diff --git a/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs.meta b/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs.meta new file mode 100644 index 0000000..3d452f1 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Deployment/DeploymentView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0e9a8d6edf3794bc69f3b822e538ff96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs b/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs new file mode 100644 index 0000000..ae1843e --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs @@ -0,0 +1,195 @@ +using System.Collections.Generic; +using SepCore.Base; +using SepCore.Definition; +using UnityEngine; +using UnityEngine.UI; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 物品列表界面逻辑(手写 partial,与自动生成的 InventoryForm.cs 合并)。 + /// 支持按物品类型筛选(ALL / 战利品 / 装备 / 消耗品)。 + /// 注意:本表单作为嵌套表单挂在 LobbyForm/WarehouseForm 下,UGF 生命周期(OnInit/OnOpen) + /// 不会被框架调用,事件绑定改为幂等式(EnsureListenersBound)。 + /// + public partial class InventoryForm : UGuiForm + { + private bool _listenersBound = false; + private IReadOnlyList _stacks = null; + private ItemType? _filterType = null; + private List _visibleStacks = new List(); + private readonly List _slots = new List(); + + private void EnsureListenersBound() + { + if (_listenersBound) + { + return; + } + + _listenersBound = true; + View.allToggle.onValueChanged.AddListener(OnAllToggleValueChanged); + View.lootToggle.onValueChanged.AddListener(OnLootToggleValueChanged); + View.equipmentToggle.onValueChanged.AddListener(OnEquipmentToggleValueChanged); + View.consumablesToggle.onValueChanged.AddListener(OnConsumablesToggleValueChanged); + } + + private void OnAllToggleValueChanged(bool isOn) + { + if (isOn) + { + SetFilter(null); + } + } + + private void OnLootToggleValueChanged(bool isOn) + { + if (isOn) + { + SetFilter(ItemType.Loot); + } + } + + private void OnEquipmentToggleValueChanged(bool isOn) + { + if (isOn) + { + SetFilter(ItemType.Equipment); + } + } + + private void OnConsumablesToggleValueChanged(bool isOn) + { + if (isOn) + { + SetFilter(ItemType.Consumable); + } + } + + private void SetFilter(ItemType? filterType) + { + _filterType = filterType; + RebuildGrid(); + } + + /// + /// 设置列表数据并重建网格,保留当前筛选。 + /// + public void RefreshList(IReadOnlyList stacks) + { + EnsureListenersBound(); + + _stacks = stacks; + RebuildGrid(); + } + + private void RebuildGrid() + { + InventoryView inventoryView = View; + if (inventoryView == null || inventoryView.warehouseSlotRoot == null || + inventoryView.warehouseSlotTemplate == null) + { + Log.Warning("InventoryForm is not fully configured."); + return; + } + + int slotCount = GameEntry.Luban.Global.Data.WarehouseSlotCount; + if (slotCount <= 0) + { + Log.Warning("Warehouse slot count from global config is invalid: {0}.", slotCount); + return; + } + + _visibleStacks = CollectVisibleStacks(); + _slots.Clear(); + + WarehouseSlotItem template = inventoryView.warehouseSlotTemplate; + template.gameObject.SetActive(false); + + for (int i = inventoryView.warehouseSlotRoot.childCount - 1; i >= 0; i--) + { + Transform child = inventoryView.warehouseSlotRoot.GetChild(i); + if (child == template.transform) + { + continue; + } + + Destroy(child.gameObject); + } + + for (int i = 0; i < slotCount; i++) + { + WarehouseSlotItem slot = Instantiate(template, inventoryView.warehouseSlotRoot); + slot.gameObject.SetActive(true); + slot.SetSlotId(i); + if (i < _visibleStacks.Count) + { + slot.SetItem(_visibleStacks[i]); + } + else + { + slot.SetEmpty(); + } + + _slots.Add(slot); + } + + if (inventoryView.itemCountFormatText != null) + { + int usedSlotCount = _stacks != null ? _stacks.Count : 0; + inventoryView.itemCountFormatText.Set(usedSlotCount, slotCount); + } + } + + /// + /// 按网格索引高亮对应格子,其余格子清除选中。 + /// + public void SetSelectedSlot(int slotId) + { + for (int i = 0; i < _slots.Count; i++) + { + _slots[i].SetSelected(i == slotId); + } + } + + /// + /// 获取指定网格索引对应的物品 ID;空格或越界返回 0。 + /// + public int GetItemIdAtSlot(int slotId) + { + if (slotId < 0 || slotId >= _visibleStacks.Count) + { + return 0; + } + + return _visibleStacks[slotId].itemId; + } + + private List CollectVisibleStacks() + { + List visible = new List(); + if (_stacks == null) + { + return visible; + } + + for (int i = 0; i < _stacks.Count; i++) + { + ItemStack stack = _stacks[i]; + if (_filterType.HasValue) + { + ItemConfig config = GameEntry.Luban.Get(stack.itemId); + if (config == null || config.ItemType != _filterType.Value) + { + continue; + } + } + + visible.Add(stack); + } + + return visible; + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs.meta b/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs.meta new file mode 100644 index 0000000..10d9acb --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Inventory/InventoryForm.Logic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0452e5e692a1e42118fa2097e6575eaa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Inventory/InventoryView.cs b/Assets/GameMain/Scripts/UI/Inventory/InventoryView.cs index 5066823..5e899b8 100644 --- a/Assets/GameMain/Scripts/UI/Inventory/InventoryView.cs +++ b/Assets/GameMain/Scripts/UI/Inventory/InventoryView.cs @@ -6,10 +6,15 @@ namespace SepCore.UI [DisallowMultipleComponent] public partial class InventoryView : MonoBehaviour { + [SerializeField] public global::UnityEngine.UI.Toggle allToggle; + [SerializeField] public global::UnityEngine.UI.Toggle lootToggle; + [SerializeField] public global::UnityEngine.UI.Toggle equipmentToggle; + [SerializeField] public global::UnityEngine.UI.Toggle consumablesToggle; [SerializeField] public global::TMPro.TMP_InputField searchInput; [SerializeField] public global::UnityEngine.UI.Button sortButton; [SerializeField] public global::UnityEngine.UI.ScrollRect itemScroll; [SerializeField] public global::UnityEngine.RectTransform warehouseSlotRoot; [SerializeField] public global::SepCore.UI.WarehouseSlotItem warehouseSlotTemplate; + [SerializeField] public global::SepCore.UI.FormatTextUI itemCountFormatText; } } diff --git a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs b/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs deleted file mode 100644 index 45574f3..0000000 --- a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelForm.cs +++ /dev/null @@ -1,13 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class InventoryPanelForm : UGuiForm - { - [SerializeField] private InventoryPanelView _view = null; - - public InventoryPanelView View => _view; - } -} diff --git a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs b/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs deleted file mode 100644 index 534c4fa..0000000 --- a/Assets/GameMain/Scripts/UI/InventoryPanel/InventoryPanelView.cs +++ /dev/null @@ -1,16 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class InventoryPanelView : MonoBehaviour - { - [SerializeField] public global::UnityEngine.UI.InputField searchInput; - [SerializeField] public global::UnityEngine.UI.Button sortButton; - [SerializeField] public global::UnityEngine.UI.ScrollRect itemScroll; - [SerializeField] public global::UnityEngine.RectTransform warehouseSlotRoot; - [SerializeField] public global::SepCore.UI.WarehouseSlotItem warehouseSlotTemplate; - [SerializeField] public global::UnityEngine.UI.Text itemCountText; - } -} diff --git a/Assets/GameMain/Scripts/UI/Item/CharacterSlotItem.cs b/Assets/GameMain/Scripts/UI/Item/CharacterSlotItem.cs index bedd12b..305889b 100644 --- a/Assets/GameMain/Scripts/UI/Item/CharacterSlotItem.cs +++ b/Assets/GameMain/Scripts/UI/Item/CharacterSlotItem.cs @@ -1,8 +1,8 @@ -using System.Collections; -using System.Collections.Generic; +using SepCore.Definition; using TMPro; using UnityEngine; using UnityEngine.UI; +using UnityGameFramework.Runtime; namespace SepCore.UI { @@ -11,10 +11,57 @@ namespace SepCore.UI [SerializeField] private Image bg; [SerializeField] private Image icon; [SerializeField] private TextMeshProUGUI characterName; - [SerializeField] private TextMeshProUGUI hpText; - [SerializeField] private TextMeshProUGUI mpText; - [SerializeField] private TextMeshProUGUI speedText; - [SerializeField] private TextMeshProUGUI atkText; - [SerializeField] private TextMeshProUGUI matText; + [SerializeField] private FormatTextUI hpText; + [SerializeField] private FormatTextUI mpText; + [SerializeField] private FormatTextUI speedText; + [SerializeField] private FormatTextUI atkText; + [SerializeField] private FormatTextUI matText; + + /// + /// 用存档角色填充格子;角色配置不存在时按空格子显示。 + /// + public void SetCharacter(CharacterSave save) + { + CharacterConfig config = GameEntry.Luban.Get(save.characterId); + if (config == null) + { + Log.Warning("Can not find character config '{0}' for squad slot.", save.characterId); + SetEmpty(); + return; + } + + characterName.text = config.Name; + hpText.Set(config.MaxHp); + mpText.Set(config.MaxMp); + speedText.Set(config.Speed); + atkText.Set(config.Atk); + matText.Set(config.Mat); + HideIcon(); + } + + /// + /// 显示为空格子。 + /// + public void SetEmpty() + { + characterName.text = string.Empty; + hpText.Clear(); + mpText.Clear(); + speedText.Clear(); + atkText.Clear(); + matText.Clear(); + HideIcon(); + } + + private void HideIcon() + { + if (icon == null) + { + return; + } + + icon.sprite = null; + icon.gameObject.SetActive(false); + } } } \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Item/WarehouseSlotItem.cs b/Assets/GameMain/Scripts/UI/Item/WarehouseSlotItem.cs index 304f4e8..2d09965 100644 --- a/Assets/GameMain/Scripts/UI/Item/WarehouseSlotItem.cs +++ b/Assets/GameMain/Scripts/UI/Item/WarehouseSlotItem.cs @@ -1,15 +1,137 @@ +using SepCore.Base; +using SepCore.Definition; using TMPro; using UnityEngine; using UnityEngine.UI; +using UnityGameFramework.Runtime; namespace SepCore.UI { public class WarehouseSlotItem : MonoBehaviour { + private static readonly Color RarityWhite = new Color32(245, 247, 248, 255); + private static readonly Color RarityGreen = new Color32(93, 155, 97, 255); + private static readonly Color RarityBlue = new Color32(52, 127, 168, 255); + private static readonly Color RarityGold = new Color32(214, 169, 61, 255); + private static readonly Color RarityRed = new Color32(185, 87, 79, 255); + private static readonly Color RarityEmpty = new Color32(111, 101, 90, 255); + private static readonly Color SelectedBgColor = new Color(0.86f, 0.95f, 1f, 1f); + [SerializeField] private Image bg; [SerializeField] private Button button; [SerializeField] private Image icon; [SerializeField] private Image rarity; [SerializeField] private TextMeshProUGUI quantityText; + + private int _slotId = 0; + private bool _filled = false; + private bool _clickBound = false; + + /// + /// 设置格子在固定网格中的索引,点击事件以此作为唯一标识。 + /// + public void SetSlotId(int slotId) + { + _slotId = slotId; + } + + /// + /// 用物品堆叠填充格子;物品配置不存在时按空格子显示。 + /// + public void SetItem(ItemStack stack) + { + ItemConfig config = GameEntry.Luban.Get(stack.itemId); + if (config == null) + { + Log.Warning("Can not find item config '{0}' for warehouse slot.", stack.itemId); + SetEmpty(); + return; + } + + _filled = true; + rarity.color = GetRarityColor(config.Rarity); + quantityText.text = stack.count.ToString(); + HideIcon(); + BindClick(); + if (button != null) + { + button.interactable = true; + } + } + + /// + /// 显示为空格子。 + /// + public void SetEmpty() + { + _filled = false; + rarity.color = RarityEmpty; + quantityText.text = string.Empty; + HideIcon(); + if (button != null) + { + button.interactable = false; + } + } + + /// + /// 设置选中高亮。 + /// + public void SetSelected(bool selected) + { + if (bg != null) + { + bg.color = selected ? SelectedBgColor : Color.white; + } + } + + private void BindClick() + { + if (_clickBound || button == null) + { + return; + } + + _clickBound = true; + button.onClick.AddListener(OnClick); + } + + private void OnClick() + { + if (!_filled) + { + return; + } + + GameEntry.Event.Fire(this, WarehouseSlotItemClickEventArgs.Create(_slotId)); + } + + private void HideIcon() + { + if (icon == null) + { + return; + } + + icon.sprite = null; + icon.gameObject.SetActive(false); + } + + private static Color GetRarityColor(Rarity rarity) + { + switch (rarity) + { + case Rarity.Green: + return RarityGreen; + case Rarity.Blue: + return RarityBlue; + case Rarity.Gold: + return RarityGold; + case Rarity.Red: + return RarityRed; + default: + return RarityWhite; + } + } } } \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs new file mode 100644 index 0000000..8ada055 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs @@ -0,0 +1,136 @@ +using SepCore.Definition; +using UnityEngine; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 道具详情界面逻辑(手写 partial,与自动生成的 ItemDetailsForm.cs 合并)。 + /// 只提供详情显示能力,由调用方(WarehouseForm)传入物品 ID 后刷新。 + /// + public partial class ItemDetailsForm : UGuiForm + { + /// + /// 按物品 ID 刷新详情界面;配置不存在时清空显示。 + /// + public void Refresh(int itemId) + { + ItemDetailsView view = View; + if (view == null) + { + Log.Warning("ItemDetailsForm view is not configured."); + return; + } + + ItemConfig config = GameEntry.Luban.Get(itemId); + if (config == null) + { + Log.Warning("Can not find item config '{0}' for item details.", itemId); + ClearDetails(view); + return; + } + + if (view.itemDetailNameText != null) + { + view.itemDetailNameText.text = config.Name; + } + + if (view.itemDetailTypeText != null) + { + view.itemDetailTypeText.text = GetItemTypeName(config.ItemType) + " / " + GetRarityName(config.Rarity); + } + + if (view.hpFormatText != null) + { + view.hpFormatText.Set(config.MaxHpBonus); + } + + if (view.atkFormatText != null) + { + view.atkFormatText.Set(config.AtkBonus); + } + + if (view.mpFormatText != null) + { + view.mpFormatText.Set(config.MaxMpBonus); + } + + if (view.matFormatText != null) + { + view.matFormatText.Set(config.MatBonus); + } + + if (view.speedFormatText != null) + { + view.speedFormatText.Set(0); + } + + if (view.stackFormatText != null) + { + view.stackFormatText.Set(config.StackLimit); + } + + if (view.itemDetailDescriptionText != null) + { + view.itemDetailDescriptionText.text = string.Empty; + } + + if (view.itemDetailIcon != null) + { + view.itemDetailIcon.gameObject.SetActive(false); + } + } + + private static void ClearDetails(ItemDetailsView view) + { + if (view.itemDetailNameText != null) + { + view.itemDetailNameText.text = string.Empty; + } + + if (view.itemDetailTypeText != null) + { + view.itemDetailTypeText.text = string.Empty; + } + + if (view.itemDetailDescriptionText != null) + { + view.itemDetailDescriptionText.text = string.Empty; + } + } + + private static string GetItemTypeName(ItemType itemType) + { + switch (itemType) + { + case ItemType.Loot: + return "战利品"; + case ItemType.Equipment: + return "装备"; + case ItemType.Consumable: + return "消耗品"; + default: + return "未知"; + } + } + + private static string GetRarityName(Rarity rarity) + { + switch (rarity) + { + case Rarity.White: + return "白"; + case Rarity.Green: + return "绿"; + case Rarity.Blue: + return "蓝"; + case Rarity.Gold: + return "金"; + case Rarity.Red: + return "红"; + default: + return "无"; + } + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs.meta b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs.meta new file mode 100644 index 0000000..39fbd21 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsForm.Logic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 33d70aa8e73294a65b7b132a8a0619af +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsView.cs b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsView.cs index 6f2a377..6583b98 100644 --- a/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsView.cs +++ b/Assets/GameMain/Scripts/UI/ItemDetails/ItemDetailsView.cs @@ -9,12 +9,12 @@ namespace SepCore.UI [SerializeField] public global::UnityEngine.UI.Image itemDetailIcon; [SerializeField] public global::TMPro.TextMeshProUGUI itemDetailNameText; [SerializeField] public global::TMPro.TextMeshProUGUI itemDetailTypeText; - [SerializeField] public global::TMPro.TextMeshProUGUI hpText; - [SerializeField] public global::TMPro.TextMeshProUGUI atkText; - [SerializeField] public global::TMPro.TextMeshProUGUI mpText; - [SerializeField] public global::TMPro.TextMeshProUGUI matText; - [SerializeField] public global::TMPro.TextMeshProUGUI speedText; - [SerializeField] public global::TMPro.TextMeshProUGUI stackText; + [SerializeField] public global::SepCore.UI.FormatTextUI hpFormatText; + [SerializeField] public global::SepCore.UI.FormatTextUI atkFormatText; + [SerializeField] public global::SepCore.UI.FormatTextUI mpFormatText; + [SerializeField] public global::SepCore.UI.FormatTextUI matFormatText; + [SerializeField] public global::SepCore.UI.FormatTextUI speedFormatText; + [SerializeField] public global::SepCore.UI.FormatTextUI stackFormatText; [SerializeField] public global::TMPro.TextMeshProUGUI itemDetailDescriptionText; [SerializeField] public global::UnityEngine.UI.Button openLoadoutButton; } diff --git a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs b/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs deleted file mode 100644 index 31ab85d..0000000 --- a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelForm.cs +++ /dev/null @@ -1,13 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class ItemDetailsPanelForm : UGuiForm - { - [SerializeField] private ItemDetailsPanelView _view = null; - - public ItemDetailsPanelView View => _view; - } -} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs b/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs deleted file mode 100644 index 155038e..0000000 --- a/Assets/GameMain/Scripts/UI/ItemDetailsPanel/ItemDetailsPanelView.cs +++ /dev/null @@ -1,20 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class ItemDetailsPanelView : MonoBehaviour - { - [SerializeField] public global::UnityEngine.UI.Image itemDetailIcon; - [SerializeField] public global::UnityEngine.UI.Text nameText; - [SerializeField] public global::UnityEngine.UI.Text typeText; - [SerializeField] public global::UnityEngine.UI.Text hpText; - [SerializeField] public global::UnityEngine.UI.Text atkText; - [SerializeField] public global::UnityEngine.UI.Text mpText; - [SerializeField] public global::UnityEngine.UI.Text matText; - [SerializeField] public global::UnityEngine.UI.Text speedText; - [SerializeField] public global::UnityEngine.UI.Text stackText; - [SerializeField] public global::UnityEngine.UI.Button openLoadoutButton; - } -} diff --git a/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs b/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs new file mode 100644 index 0000000..498ec6c --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs @@ -0,0 +1,153 @@ +using DG.Tweening; +using SepCore.Definition; +using UnityEngine; +using UnityEngine.UI; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 大厅界面逻辑(手写 partial,与自动生成的 LobbyForm.cs 合并)。 + /// 导航使用 Toggle + ToggleGroup 管理选中状态;本类只负责页面切换与标记动画。 + /// + public partial class LobbyForm : UGuiForm + { + private const float SelectionMarkerMoveDuration = 0.25f; + + private enum LobbyPage + { + CombatReadiness, + Warehouse, + } + + protected override void OnInit(object userData) + { + base.OnInit(userData); + + View.homeToggle.onValueChanged.AddListener(OnHomeToggleValueChanged); + View.warehouseToggle.onValueChanged.AddListener(OnWarehouseToggleValueChanged); + View.loadoutToggle.onValueChanged.AddListener(OnLoadoutToggleValueChanged); + } + + protected override void OnOpen(object userData) + { + base.OnOpen(userData); + SwitchPage(LobbyPage.CombatReadiness, View.homeToggle); + } + + protected override void OnClose(bool isShutdown, object userData) + { + if (View.selectionMarkerObject != null) + { + View.selectionMarkerObject.DOKill(); + } + + View.homeToggle.onValueChanged.RemoveListener(OnHomeToggleValueChanged); + View.warehouseToggle.onValueChanged.RemoveListener(OnWarehouseToggleValueChanged); + View.loadoutToggle.onValueChanged.RemoveListener(OnLoadoutToggleValueChanged); + + base.OnClose(isShutdown, userData); + } + + private void OnHomeToggleValueChanged(bool isOn) + { + if (isOn) + { + SwitchPage(LobbyPage.CombatReadiness, View.homeToggle); + } + } + + private void OnWarehouseToggleValueChanged(bool isOn) + { + if (isOn) + { + SwitchPage(LobbyPage.Warehouse, View.warehouseToggle); + } + } + + private void OnLoadoutToggleValueChanged(bool isOn) + { + // 战备页暂无对应界面,选中状态由 ToggleGroup 维护,仅预留切换入口 + } + + private void SwitchPage(LobbyPage page, Toggle activeToggle) + { + bool showCombatReadiness = page == LobbyPage.CombatReadiness; + bool showWarehouse = page == LobbyPage.Warehouse; + + if (View.combatRandinessForm != null) + { + View.combatRandinessForm.gameObject.SetActive(showCombatReadiness); + } + + if (View.warehouseForm != null) + { + View.warehouseForm.gameObject.SetActive(showWarehouse); + } + + MoveSelectionMarker(activeToggle.transform as RectTransform); + + if (showCombatReadiness) + { + RefreshCombatReadiness(); + } + + if (showWarehouse) + { + RefreshWarehouse(); + } + } + + private void MoveSelectionMarker(RectTransform targetToggle) + { + RectTransform marker = View.selectionMarkerObject; + if (marker == null || targetToggle == null || marker.parent == targetToggle) + { + return; + } + + // 把标记相对目标 Toggle 锚点(anchorMin)的偏移,换算到 Toggle pivot 的局部坐标空间: + // 锚点相对 pivot 的偏移 = (anchor - pivot) * rect 尺寸。 + Vector3 targetLocalPosition = new Vector3( + marker.anchoredPosition.x + (marker.anchorMin.x - targetToggle.pivot.x) * targetToggle.rect.width, + marker.anchoredPosition.y + (marker.anchorMin.y - targetToggle.pivot.y) * targetToggle.rect.height, + 0f); + Vector3 targetWorldPosition = targetToggle.TransformPoint(targetLocalPosition); + marker.DOKill(); + marker.DOMove(targetWorldPosition, SelectionMarkerMoveDuration) + .SetEase(Ease.OutCubic) + .OnComplete(() => marker.SetParent(targetToggle, true)); + } + + private void RefreshCombatReadiness() + { + CombatReadinessForm form = View.combatRandinessForm; + if (form == null) + { + Log.Warning("LobbyForm combat readiness form is not configured."); + return; + } + + SaveData save = GameEntry.Save.Data; + if (save == null || form.View == null || form.View.squadForm == null) + { + Log.Warning("LobbyForm can not refresh combat readiness."); + return; + } + + form.View.squadForm.RefreshCharacterList(save.characters); + } + + private void RefreshWarehouse() + { + if (View.warehouseForm == null) + { + Log.Warning("LobbyForm warehouse form is not configured."); + return; + } + + SaveData save = GameEntry.Save.Data; + View.warehouseForm.Refresh(save != null ? save.mainWarehouse : null); + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs.meta b/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs.meta new file mode 100644 index 0000000..185041d --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Lobby/LobbyForm.Logic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9d236e85e2eab43f6904de56f9e5246d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Lobby/LobbyView.cs b/Assets/GameMain/Scripts/UI/Lobby/LobbyView.cs index a804e7d..ad93070 100644 --- a/Assets/GameMain/Scripts/UI/Lobby/LobbyView.cs +++ b/Assets/GameMain/Scripts/UI/Lobby/LobbyView.cs @@ -6,11 +6,11 @@ namespace SepCore.UI [DisallowMultipleComponent] public partial class LobbyView : MonoBehaviour { - [SerializeField] public global::UnityEngine.UI.Button homeButton; + [SerializeField] public global::UnityEngine.UI.Toggle homeToggle; [SerializeField] public global::UnityEngine.RectTransform selectionMarkerObject; - [SerializeField] public global::UnityEngine.UI.Button warehouseButton; - [SerializeField] public global::UnityEngine.UI.Button loadoutButton; - [SerializeField] public global::SepCore.UI.WarehouseView warehouseView; - [SerializeField] public global::SepCore.UI.CombatReadinessView combatRandinessView; + [SerializeField] public global::UnityEngine.UI.Toggle warehouseToggle; + [SerializeField] public global::UnityEngine.UI.Toggle loadoutToggle; + [SerializeField] public global::SepCore.UI.CombatReadinessForm combatRandinessForm; + [SerializeField] public global::SepCore.UI.WarehouseForm warehouseForm; } } diff --git a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs b/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs deleted file mode 100644 index 451610f..0000000 --- a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs +++ /dev/null @@ -1,13 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class MainWarehouseForm : UGuiForm - { - [SerializeField] private MainWarehouseView _view = null; - - public MainWarehouseView View => _view; - } -} diff --git a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs.meta b/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs.meta deleted file mode 100644 index 7121efc..0000000 --- a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseForm.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ca70f33fa4f2c4a989b89f280e24201a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs b/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs deleted file mode 100644 index b5f5aac..0000000 --- a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs +++ /dev/null @@ -1,20 +0,0 @@ -// -using UnityEngine; - -namespace SepCore.UI -{ - [DisallowMultipleComponent] - public partial class MainWarehouseView : MonoBehaviour - { - [SerializeField] public global::UnityEngine.UI.Button homeButton; - [SerializeField] public global::UnityEngine.UI.Button warehouseButton; - [SerializeField] public global::UnityEngine.UI.Button loadoutButton; - [SerializeField] public global::UnityEngine.UI.InputField searchInput; - [SerializeField] public global::UnityEngine.UI.Button sortButton; - [SerializeField] public global::UnityEngine.UI.ScrollRect itemScroll; - [SerializeField] public global::UnityEngine.RectTransform warehouseSlotRoot; - [SerializeField] public global::SepCore.UI.WarehouseSlotItem warehouseSlotTemplate; - [SerializeField] public global::UnityEngine.UI.Text itemCountText; - [SerializeField] public global::SepCore.UI.ItemDetailsView itemDetailsView; - } -} diff --git a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs.meta b/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs.meta deleted file mode 100644 index 5586529..0000000 --- a/Assets/GameMain/Scripts/UI/MainWarehouse/MainWarehouseView.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f169da115e10a47e4b0b3bfefaff0d71 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/SepCore.Presentation.asmdef b/Assets/GameMain/Scripts/UI/SepCore.Presentation.asmdef index a4f1212..06d5764 100644 --- a/Assets/GameMain/Scripts/UI/SepCore.Presentation.asmdef +++ b/Assets/GameMain/Scripts/UI/SepCore.Presentation.asmdef @@ -6,6 +6,7 @@ "GUID:6055be8ebefd69e48b49212b09b47b2f", "GUID:11ec41dbc3557e6499b2845ba531a9b0", "GUID:363c5eb08ff8e6a439b85e37b8c20d96", + "GUID:3bb549212964b4192b427888ac9382e7", "GUID:f51ebe6a0ceec4240a699833d6309b23", "GUID:d54b9488b03814a44ab937f0aeb738b1" ], diff --git a/Assets/GameMain/Scripts/UI/Serialization/UISerializationRoot.cs b/Assets/GameMain/Scripts/UI/Serialization/UISerializationRoot.cs index fb6e777..dfb6175 100644 --- a/Assets/GameMain/Scripts/UI/Serialization/UISerializationRoot.cs +++ b/Assets/GameMain/Scripts/UI/Serialization/UISerializationRoot.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.Text; using UnityEngine; +using UnityEngine.Serialization; namespace SepCore.UI { @@ -10,7 +11,7 @@ namespace SepCore.UI public sealed class UISerializationRoot : MonoBehaviour { [Serializable] - public sealed class NestedViewReference + public sealed class NestedFormReference { [SerializeField] private UISerializationRoot root; [SerializeField] private bool generateReference; @@ -21,7 +22,7 @@ namespace SepCore.UI public string VariableName => variableName; #if UNITY_EDITOR - internal NestedViewReference(UISerializationRoot nestedRoot, string defaultVariableName) + internal NestedFormReference(UISerializationRoot nestedRoot, string defaultVariableName) { root = nestedRoot; generateReference = true; @@ -33,6 +34,19 @@ namespace SepCore.UI generateReference = shouldGenerate; variableName = generatedVariableName; } + + internal bool MigrateLegacyVariableName() + { + if (string.IsNullOrEmpty(variableName) || + !variableName.EndsWith("View", StringComparison.Ordinal) || + variableName.Length <= 4) + { + return false; + } + + variableName = variableName.Substring(0, variableName.Length - 4) + "Form"; + return true; + } #endif } @@ -40,10 +54,11 @@ namespace SepCore.UI private List serializationItems = new List(); [SerializeField, HideInInspector] - private List nestedViewReferences = new List(); + [FormerlySerializedAs("nestedViewReferences")] + private List nestedFormReferences = new List(); public IReadOnlyList SerializationItems => serializationItems; - public IReadOnlyList NestedViewReferences => nestedViewReferences; + public IReadOnlyList NestedFormReferences => nestedFormReferences; #if UNITY_EDITOR private bool refreshQueued; @@ -76,8 +91,18 @@ namespace SepCore.UI } bool itemsChanged = !HasSameItems(ownedItems); - bool nestedViewsChanged = !HasSameNestedViews(directNestedRoots); - if (!itemsChanged && !nestedViewsChanged) + bool nestedFormsChanged = !HasSameNestedForms(directNestedRoots); + bool nestedNamesChanged = false; + for (int i = 0; i < directNestedRoots.Count; i++) + { + NestedFormReference existing = FindNestedForm(directNestedRoots[i]); + if (existing != null) + { + nestedNamesChanged |= existing.MigrateLegacyVariableName(); + } + } + + if (!itemsChanged && !nestedFormsChanged && !nestedNamesChanged) { return false; } @@ -88,24 +113,24 @@ namespace SepCore.UI serializationItems.AddRange(ownedItems); } - if (nestedViewsChanged) + if (nestedFormsChanged) { - var next = new List(directNestedRoots.Count); + var next = new List(directNestedRoots.Count); for (int i = 0; i < directNestedRoots.Count; i++) { UISerializationRoot nestedRoot = directNestedRoots[i]; - NestedViewReference existing = FindNestedView(nestedRoot); - next.Add(existing ?? new NestedViewReference(nestedRoot, CreateDefaultNestedViewVariableName(nestedRoot))); + NestedFormReference existing = FindNestedForm(nestedRoot); + next.Add(existing ?? new NestedFormReference(nestedRoot, CreateDefaultNestedFormVariableName(nestedRoot))); } - nestedViewReferences = next; + nestedFormReferences = next; } UnityEditor.EditorUtility.SetDirty(this); return true; } - public bool SetNestedViewReference(UISerializationRoot nestedRoot, bool shouldGenerate, string variableName) + public bool SetNestedFormReference(UISerializationRoot nestedRoot, bool shouldGenerate, string variableName) { if (nestedRoot == null || FindNearestParentRoot(nestedRoot.transform) != this) { @@ -113,7 +138,7 @@ namespace SepCore.UI } RefreshItems(); - NestedViewReference reference = FindNestedView(nestedRoot); + NestedFormReference reference = FindNestedForm(nestedRoot); if (reference == null) { throw new InvalidOperationException("The nested root is not registered."); @@ -130,7 +155,7 @@ namespace SepCore.UI return true; } - public static string CreateDefaultNestedViewVariableName(UISerializationRoot nestedRoot) + public static string CreateDefaultNestedFormVariableName(UISerializationRoot nestedRoot) { string sourceName = nestedRoot == null ? "nested" : nestedRoot.gameObject.name.Replace("(Clone)", string.Empty).Trim(); if (sourceName.EndsWith("Form", StringComparison.Ordinal) && sourceName.Length > 4) @@ -148,7 +173,7 @@ namespace SepCore.UI identifier = "Nested"; } - return char.ToLowerInvariant(identifier[0]) + identifier.Substring(1) + "View"; + return char.ToLowerInvariant(identifier[0]) + identifier.Substring(1) + "Form"; } internal void QueueRefresh() @@ -220,16 +245,16 @@ namespace SepCore.UI return true; } - private bool HasSameNestedViews(List found) + private bool HasSameNestedForms(List found) { - if (nestedViewReferences.Count != found.Count) + if (nestedFormReferences.Count != found.Count) { return false; } for (int i = 0; i < found.Count; i++) { - if (nestedViewReferences[i] == null || nestedViewReferences[i].Root != found[i]) + if (nestedFormReferences[i] == null || nestedFormReferences[i].Root != found[i]) { return false; } @@ -238,11 +263,11 @@ namespace SepCore.UI return true; } - private NestedViewReference FindNestedView(UISerializationRoot nestedRoot) + private NestedFormReference FindNestedForm(UISerializationRoot nestedRoot) { - for (int i = 0; i < nestedViewReferences.Count; i++) + for (int i = 0; i < nestedFormReferences.Count; i++) { - NestedViewReference reference = nestedViewReferences[i]; + NestedFormReference reference = nestedFormReferences[i]; if (reference != null && reference.Root == nestedRoot) { return reference; diff --git a/Assets/GameMain/Scripts/UI/Squad.meta b/Assets/GameMain/Scripts/UI/Squad.meta new file mode 100644 index 0000000..adf441c --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82e9f2ea2a9254e848f8afcf5ff556e9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs b/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs new file mode 100644 index 0000000..b767080 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs @@ -0,0 +1,50 @@ +using System.Collections.Generic; +using SepCore.Definition; +using UnityEngine; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 编队界面逻辑(手写 partial,与自动生成的 SquadForm.cs 合并)。 + /// 以传入的角色列表重建角色槽列表,模板槽来自 SquadView.characterSlotTemplate。 + /// + public partial class SquadForm : UGuiForm + { + /// + /// 按传入的角色列表重建角色槽列表 UI,每名角色一个槽位。 + /// + public void RefreshCharacterList(IReadOnlyList characters) + { + SquadView squadView = View; + if (squadView == null || squadView.characterSlotRoot == null || + squadView.characterSlotTemplate == null) + { + Log.Warning("SquadForm is not fully configured."); + return; + } + + CharacterSlotItem template = squadView.characterSlotTemplate; + template.gameObject.SetActive(false); + + for (int i = squadView.characterSlotRoot.childCount - 1; i >= 0; i--) + { + Transform child = squadView.characterSlotRoot.GetChild(i); + if (child == template.transform) + { + continue; + } + + Destroy(child.gameObject); + } + + int characterCount = characters != null ? characters.Count : 0; + for (int i = 0; i < characterCount; i++) + { + CharacterSlotItem slot = Instantiate(template, squadView.characterSlotRoot); + slot.gameObject.SetActive(true); + slot.SetCharacter(characters[i]); + } + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs.meta b/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs.meta new file mode 100644 index 0000000..e8de8b4 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadForm.Logic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2a629f39601d3456ca1a8228059fa845 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs b/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs new file mode 100644 index 0000000..4eb3602 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs @@ -0,0 +1,13 @@ +// +using UnityEngine; + +namespace SepCore.UI +{ + [DisallowMultipleComponent] + public partial class SquadForm : UGuiForm + { + [SerializeField] private SquadView _view = null; + + public SquadView View => _view; + } +} diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs.meta b/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs.meta new file mode 100644 index 0000000..0f29436 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadForm.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6542ec01d550457587508eff74a6957 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadView.cs b/Assets/GameMain/Scripts/UI/Squad/SquadView.cs new file mode 100644 index 0000000..63e1957 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadView.cs @@ -0,0 +1,13 @@ +// +using UnityEngine; + +namespace SepCore.UI +{ + [DisallowMultipleComponent] + public partial class SquadView : MonoBehaviour + { + [SerializeField] public global::TMPro.TextMeshProUGUI squadMemberText; + [SerializeField] public global::UnityEngine.RectTransform characterSlotRoot; + [SerializeField] public global::SepCore.UI.CharacterSlotItem characterSlotTemplate; + } +} diff --git a/Assets/GameMain/Scripts/UI/Squad/SquadView.cs.meta b/Assets/GameMain/Scripts/UI/Squad/SquadView.cs.meta new file mode 100644 index 0000000..05af457 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Squad/SquadView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6eacd1573559d4784862ed9c21d5928c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs new file mode 100644 index 0000000..53c1a23 --- /dev/null +++ b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs @@ -0,0 +1,73 @@ +using System.Collections.Generic; +using GameFramework.Event; +using SepCore.Base; +using SepCore.Definition; +using UnityEngine; +using UnityGameFramework.Runtime; + +namespace SepCore.UI +{ + /// + /// 主仓库界面逻辑(手写 partial,与自动生成的 WarehouseForm.cs 合并)。 + /// 只提供仓库界面能力,数据由调用方(LobbyForm)传入; + /// 监听格子点击事件,驱动选中高亮与详情界面刷新。 + /// 注意:本表单作为嵌套表单使用,UGF 生命周期不会被框架调用, + /// 事件订阅改为幂等式(EnsureEventBound)。 + /// + public partial class WarehouseForm : UGuiForm + { + private bool _eventBound = false; + + /// + /// 用主仓库内容刷新整个仓库界面(物品列表)。 + /// + public void Refresh(IReadOnlyList stacks) + { + EnsureEventBound(); + + InventoryForm inventoryForm = View.inventoryPanelForm; + if (inventoryForm == null) + { + Log.Warning("WarehouseForm inventory panel form is not configured."); + return; + } + + inventoryForm.RefreshList(stacks); + } + + private void EnsureEventBound() + { + if (_eventBound) + { + return; + } + + _eventBound = true; + GameEntry.Event.Subscribe(WarehouseSlotItemClickEventArgs.EventId, OnWarehouseSlotItemClick); + } + + private void OnWarehouseSlotItemClick(object sender, GameEventArgs e) + { + if (this == null) + { + return; + } + + WarehouseSlotItemClickEventArgs ne = (WarehouseSlotItemClickEventArgs)e; + int slotId = ne.SlotId; + + if (View.inventoryPanelForm == null) + { + return; + } + + View.inventoryPanelForm.SetSelectedSlot(slotId); + + int itemId = View.inventoryPanelForm.GetItemIdAtSlot(slotId); + if (itemId != 0 && View.itemDetailsPanelForm != null) + { + View.itemDetailsPanelForm.Refresh(itemId); + } + } + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs.meta b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs.meta new file mode 100644 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0000000..f56085a --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -0,0 +1,3107 @@ + + + + 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. + Use this method if you don't care about , otherwise use + + + + + USE THIS FOR CUSTOM PLUGINS when you want to be able to use . + Returns a value that is from 0 to 1 if is not incremental, otherwise from 0 to (1 * completed loops) + + + + + 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 + + + Gets/sets the max Tweeners capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + + + Gets/sets the max Sequences capacity (automatically increased by DOTween when necessary). + You can also set both Tweeners and Sequences capacity via the static method + + + 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 was set to be timeScale independent via the tween.SetUpdate method + + + 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) + + + With final slash. "Packages/" if this is a package, "Assets/" otherwise + + + With final slash (system based) - might be NULL in case users are not using a parent Demigiant folder + + + With final slash (system based). If this is a package, represents the package's Runtime dir + + + With final slash (system based). If this is a package, represents the package's Editor dir + + + DOTween editor path from Assets (not included) with final slash, in AssetDatabase format (/) + + + With final slash (system based) + + + With final slash (system based) + + + With final slash (system based) + + + + 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 + + + + Sets the modules bool values to the current defines state + + + Refreshes the enabled state of all defines + + + Applies the guiEnabled value state to each define, adding or removing them based on that + + + Removes all DOTween defines including the ones for external assets + + + Removes all legacy defines + + + Removes the define if present + + + Adds the define if it's not already present + + + 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/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..7cec113 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 2e2c6224d345d9249acfa6e8ef40bb2d 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b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 0000000..ada1879 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -0,0 +1,198 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOAUDIO // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 0000000..50aa010 --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 0000000..4eb7b77 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +#if DOTWEEN_EPO || 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/Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta similarity index 68% rename from Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs.meta rename to Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta index 2d33075..4b8991f 100644 --- a/Assets/GameMain/Scripts/Base/Definition/Enum/UIFormType.cs.meta +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -1,7 +1,7 @@ fileFormatVersion: 2 -guid: 75fd10c7585513846ab25372be0590b7 -timeCreated: 1528026162 -licenseType: Pro +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 0000000..51786e3 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -0,0 +1,216 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOPHYSICS // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 0000000..0ce0d75 --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 0000000..045eccc --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -0,0 +1,193 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOPHYSICS2D // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..ca9ed29 --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 0000000..4d4a0c4 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -0,0 +1,93 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOSPRITES // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..a0c67c4 --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 0000000..4708449 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -0,0 +1,662 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if !DOTWEEN_NOUI // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 0000000..60d55ef --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs new file mode 100644 index 0000000..7f07708 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs @@ -0,0 +1,161 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2026/01/08 + +#if DOTWEEN_UITOOLKIT && UNITY_2021_3_OR_NEWER // MODULE_MARKER + +using UnityEngine; +using UnityEngine.UIElements; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUIToolkit + { + #region Shortcuts + + #region VisualElement + + /// Tweens a VisualElement's position (via style.translate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's position (via style.translate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, 0), endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's X position (via style.translate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's Y position (via style.translate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// Tweens a VisualElement's Z position (via style.translate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, float endValue, float duration, bool snapping = false) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a VisualElement's scale (via style.scale) to the given value. + /// Also stores the VisualElement 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 VisualElement target, Vector2 endValue, float duration) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.scale.value, x => target.style.scale = new Scale(x), endValue, duration); + t.SetTarget(target); + return t; + } + /// Tweens a VisualElement's scale (via style.scale) to the given value. + /// Also stores the VisualElement 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 VisualElement target, float endValue, float duration) + { + TweenerCore t + = DOTween.To(() => (Vector2)target.resolvedStyle.scale.value, x => target.style.scale = new Scale(x), new Vector2(endValue, endValue), duration); + t.SetTarget(target); + return t; + } + + /// Tweens a VisualElement's rotation (via style.rotate) to the given value. + /// Also stores the VisualElement 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 VisualElement target, float endValue, float duration) + { + TweenerCore t + = DOTween.To(() => target.resolvedStyle.rotate.angle.value, x => target.style.rotate = new Rotate(x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Punches a VisualElement's position 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 VisualElement as the tween's target so it can be used for filtered operations + /// The direction and strength of the punch (added to the VisualElement'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 DOPunch(this VisualElement target, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// Shakes a VisualElement's position with the given values. + /// Also stores the VisualElement 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 DOShake(this VisualElement 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.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// Shakes a VisualElement's position with the given values. + /// Also stores the VisualElement 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 DOShake(this VisualElement 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.resolvedStyle.translate, x => target.style.translate = new Translate(x.x, x.y, x.z), duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #endregion + + #endregion + } +} +#endif diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta new file mode 100644 index 0000000..8a7c7bf --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUIToolkit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0c0a6d2683fb84e4193f2aa968264881 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 0000000..8f818ba --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 0000000..290189f --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 0000000..747d68a --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -0,0 +1,174 @@ +// 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 and rewrite them. + /// 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 + { +#pragma warning disable UDR0001 + static bool _initialized; +#pragma warning restore UDR0001 + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#pragma warning disable UDR0001 +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath -= Physics.SetOrientationOnPath; + 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; + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged -= PlaymodeStateChanged; + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } +#pragma warning restore UDR0001 + +#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 !DOTWEEN_NOPHYSICS // 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 !DOTWEEN_NOPHYSICS2D // 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 !DOTWEEN_NOPHYSICS // 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 !DOTWEEN_NOPHYSICS // 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 !DOTWEEN_NOPHYSICS2D // 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/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..ab62186 --- /dev/null +++ b/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/Assets/Plugins/Demigiant/DOTween/readme.txt b/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 0000000..26eee18 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -0,0 +1,31 @@ +DOTween and DOTween Pro are copyright (c) 2014-2026 Daniele Giardini - Demigiant + + +// IMPORTANT!!! ///////////////////////////////////////////// +// Upgrading DOTween from versions older than 1.2.815 /////// +// or DOTween Pro older than 1.0.405 //////////////////////// +// (February 6 2026) //////////////////////////////////////// +------------------------------------------------------------- +1) Import the new version in the same folder as the previous one (Plugins/Demigiant), overwriting old files. A lot of errors will appear but don't worry. +2) Close and reopen Unity (and your project) without entering safe mode. 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 (GitHub): https://github.com/Demigiant/dotween +Demigiant website: 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/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 0000000..3799165 --- /dev/null +++ b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: fccfc62abf2eb0a4db614853430894fd +TextScriptImporter: + userData: diff 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/dev/null +++ b/Assets/Resources/DOTweenSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9c2179cf595af4bedb5d5108a020f1a0 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Docs/Tech/01_LubanDataTable.md b/Docs/Tech/01_LubanDataTable.md new file mode 100644 index 0000000..0d4a5c8 --- /dev/null +++ b/Docs/Tech/01_LubanDataTable.md @@ -0,0 +1,80 @@ +# Luban 数据表组件 + +> 负责加载 Luban 导出的二进制配置表(.bytes),向业务提供统一访问入口。 +> 相关组件:`Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/LubanComponent.cs` + +## 数据流 + +``` +Datas/*.xlsx (Excel 配置源) + │ gen_cli.sh(Luban 导出,产出 代码 + 数据) + ▼ +┌──────────────────────┬────────────────────────────────┐ +│ Assets/GameMain/ │ Assets/GameMain/Scripts/Base/Gen│ +│ DataTables/tb*.bytes │ Tables.cs + Tb* + *Config bean │ +└──────────────────────┴────────────────────────────────┘ + │ GameEntry.Luban.LoadTables()(运行时加载) + ▼ + GameEntry.Luban.Get(id) / GetTable() +``` + +## 目录约定 + +| 路径 | 内容 | +| --- | --- | +| `数据表/Datas/` | 配置源 xlsx(`__tables__.xlsx` 注册所有表) | +| `数据表/Defines/` | Luban 类型定义(枚举、结构) | +| `数据表/luban.conf` | 导出配置(target=client,topModule=`SepCore.Definition`) | +| `数据表/gen_cli.sh` | 导出脚本;`path.txt` 指定输出根目录(`../Assets/GameMain/`) | +| `Assets/GameMain/DataTables/` | 导出数据:`tb*.bytes`(运行时用)+ `tb*.json`(调试对照用) | +| `Assets/GameMain/Scripts/Base/Gen/` | 生成代码:`Tables` 门面、`Tb*` 表类、`*Config` 数据行类、枚举 | +| `Assets/GameMain/Scripts/ThirdParty/Luban/` | Luban 运行时(`ByteBuf`、`BeanBase` 等,程序集 `Luban.Runtime`) | +| `Assets/GameMain/Scripts/Runtime/CustomComponent/Luban/` | `LubanComponent` 运行时组件 | + +## 组件 API + +| API | 说明 | +| --- | --- | +| `LoadTables(onSuccess, onFailure)` | 异步并发加载全部表并构建 `Tables`,完成后回调 | +| `IsReady` | `Tables` 是否已构建完成 | +| `Get(int id)` | 单行查询;未找到返回 `null`;表未加载抛 `InvalidOperationException`;未注册类型抛 `NotSupportedException` | +| `GetTable()` | 整表查询,返回 `IReadOnlyList`(怪物池、掉落池等需要遍历的场景用) | + +用法示例: + +```csharp +EnemyConfig enemy = GameEntry.Luban.Get(3001); +IReadOnlyList allItems = GameEntry.Luban.GetTable(); +UIFormConfig form = GameEntry.Luban.Get(UIFormType.DialogForm); // enum 可转 int +``` + +## 命名与结构约定 + +- 表名统一小写 `tbxxxconfig`(Excel 表名、导出文件名、`Tables` 构造参数、`TableNames` 数组四者必须一致)。 +- 生成类型命名:数据行 `XxxConfig`(如 `EnemyConfig`)、表类 `TbXxxConfig`(如 `TbEnemyConfig`)、枚举直接命名(`Rarity`、`DifficultyTier`),全部在命名空间 `SepCore.Definition`。 +- 主键绝大多数为 `int`;枚举主键的表(`tbrarityconfig`、`tbdifficultyconfig`)在 `TableAccessors` 注册时做显式转换,业务侧仍传 `int`。 +- 单行表(`mode=one`,如 `tbglobalconfig`)无主键 `Get`,**不注册**进访问器,通过 `Tables.TbGlobalConfig.Data` 访问。 +- 数据行类继承 `Luban.BeanBase`。 + +## 新增一张表的完整流程(4 步) + +1. **建表**:在 `数据表/Datas/` 新增 `XxxConfig_xx.xlsx`,并在 `__tables__.xlsx` 注册表名与结构。 +2. **导出**:运行 `数据表/gen_cli.sh`(两个 Luban 命令都要跑:先 `-c cs-bin` 生成代码,再 `-d json -d bin` 导出数据)。 +3. **登记表名**:`LubanComponent.TableNames` 追加小写表名(`"tbxxxconfig"`)。 +4. **注册访问器**:`LubanComponent.TableAccessors` 追加一行: + ```csharp + { typeof(XxxConfig), Accessor(tables => id => tables.TbXxxConfig.GetOrDefault(id), tables => tables.TbXxxConfig.DataList) }, + // 枚举主键:Accessor(tables => id => tables.TbXxxConfig.GetOrDefault((YyyEnum)id), tables => tables.TbXxxConfig.DataList) + ``` + +## 资源与打包约定 + +- 运行时按 `Assets/GameMain/DataTables/{表名}.bytes` 路径经 `GameEntry.Resource.LoadAsset` 加载,`Constant.AssetPriority.DataTableAsset` 作为优先级。 +- 正式打包需资源收集包含全部 `tb*.bytes`,否则打包后加载失败。 +- 加载中途某张表失败会走 `onFailure` 回调,预加载流程(`ProcedurePreload`)会停在加载界面,需排查表名/路径/资源收集。 + +## 与旧 DataTable 组件的关系 + +- 旧的 GameFramework `DataTableComponent` + txt 表 + 手写 `DR*` 行类已全部移除(2026-08 迁移)。 +- `DataTableComponent` 组件本身仍挂在场景(框架内置组件,GameEntry 初始化需要),但已无任何数据加载。 +- 预加载与所有消费方(Entity/Sound/UI/Scene 扩展)均走 `GameEntry.Luban`。 \ No newline at end of file diff --git a/Docs/Tech/02_SaveData.md b/Docs/Tech/02_SaveData.md new file mode 100644 index 0000000..d87713f --- /dev/null +++ b/Docs/Tech/02_SaveData.md @@ -0,0 +1,147 @@ +# 存档数据结构 + +> 定义游戏存档中需要持久化的数据。仅覆盖局外状态与已结束单局的结算记录;进行中的单局使用临时状态,不写入存档。 +> 相关设计:`Docs/GameDesign/06_PrototypeScope.md`(存档相关验收项)、`Docs/GameDesign/05_LootAndProgression.md`(物品归属)。 +> 代码位置:`Assets/GameMain/Scripts/Base/Definition/DataStruct/`(`SaveData`、`ItemStack`、`CharacterSave`、`LoadoutSave`、`RunRecord`),枚举复用 Luban 生成的 `RunResultType`、`DifficultyTier`。 + +## 设计原则 + +- 存档只保存局外状态:主仓库内容、角色装备、当前战备配置、已结束单局的结算记录。 +- 背包、保险箱、单局进度均为进入单局时创建的临时状态,不落盘;异常关闭直接丢弃。 +- 数值上限(堆叠上限、背包格数等)来自 Luban 配表(`ItemConfig.StackLimit`、`GlobalConfig.BackpackSlotCount` 等),不写死在存档中。 +- 存档使用 JSON 序列化,便于调试与手动修改;`SaveData.ToJson()` 序列化,`SaveData.FromJson(string)` 反序列化并补齐缺失字段(空列表/空数组)。 + +## 序列化格式 + +枚举在 JSON 中以整数值存储:`RunResultType`(`Extracted=1`、`Defeated=2`、`TimedOut=3`、`Quit=4`)、`DifficultyTier`(`Tier1=1`、`Tier2=2`、`Tier3=3`)。 + +```json +{ + "version": 1, + "updatedAt": 1756540000000, + "mainWarehouse": [ + { "itemId": 1001, "count": 3 }, + { "itemId": 2005, "count": 1 } + ], + "characters": [ + { "characterId": 1, "weaponItemId": 1001, "armorItemId": 0 }, + { "characterId": 2, "weaponItemId": 0, "armorItemId": 0 } + ], + "loadout": { + "partyCharacterIds": [1, 2], + "carriedItems": [ + { "itemId": 3002, "count": 5 } + ], + "difficultyId": 1 + }, + "runHistory": [ + { + "outcome": 1, + "difficultyId": 1, + "seed": 2026083001, + "startedAt": 1756540000000, + "endedAt": 1756541200000 + } + ] +} +``` + +## 结构定义 + +### SaveData(存档根) + +| 字段 | 类型 | 说明 | +| --- | --- | --- | +| `version` | int | 存档结构版本,当前为 1;结构变更时递增并处理迁移 | +| `updatedAt` | long | 最后写入时间,Unix 毫秒 | +| `mainWarehouse` | `ItemStack[]` | 主仓库内容,格子数上限由 `GlobalConfig.WarehouseSlotCount` 配置,可空 | +| `characters` | `CharacterSave[]` | 拥有的角色,数组顺序即角色入队顺序(速度并列时按此顺序行动) | +| `loadout` | `LoadoutSave` | 当前战备配置 | +| `runHistory` | `RunRecord[]` | 已结束单局的结算记录,可空 | + +### ItemStack(物品堆叠) + +| 字段 | 类型 | 说明 | +| --- | --- | --- | +| `itemId` | int | 物品 ID,对应 `ItemConfig.Id` | +| `count` | int | 数量,不超过配表 `ItemConfig.StackLimit` | + +所有物品容器统一使用堆叠列表存储,不记录格子在背包中的位置。 + +### CharacterSave(角色) + +| 字段 | 类型 | 说明 | +| --- | --- | --- | +| `characterId` | int | 角色 ID,对应 `CharacterConfig.Id` | +| `weaponItemId` | int | 武器栏物品 ID,0 表示空栏 | +| `armorItemId` | int | 防具栏物品 ID,0 表示空栏 | + +装备穿戴在角色装备栏,不占用共享背包格子;成功撤离与任何非全员阵亡的战斗后均保持穿戴,死亡结算时随角色丢失,结算逻辑负责处理,存档本身不记录"阵亡"等局内状态。 + +### LoadoutSave(战备配置) + +| 字段 | 类型 | 说明 | +| --- | --- | --- | +| `partyCharacterIds` | int[] | 出战角色 ID 及顺序,1~4 人,顺序决定同速时的行动次序 | +| `carriedItems` | `ItemStack[]` | 携带进入地图的物品,开局时填充共享背包;首版无局内效果 | +| `difficultyId` | `DifficultyTier` | 本局难度,对应 `DifficultyConfig` 主键 | + +随机数(seed)不属于战备配置:每次进入单局时输入,只写入该局对应的 `RunRecord`,不持久化到 `loadout`。 + +### RunRecord(结算记录) + +| 字段 | 类型 | 说明 | +| --- | --- | --- | +| `outcome` | `RunResultType` | 结算结果 | +| `difficultyId` | `DifficultyTier` | 本局难度 | +| `seed` | long | 本局使用的随机数 | +| `startedAt` | long | 进入单局时间,Unix 毫秒 | +| `endedAt` | long | 结算时间,Unix 毫秒 | + +结算结果枚举复用 Luban 生成的 `RunResultType`: + +| 值 | 说明 | +| --- | --- | +| `Extracted` | 成功撤离 | +| `Defeated` | 全员阵亡,单局失败 | +| `TimedOut` | 25 分钟上限未撤离,撤离失败 | +| `Quit` | 玩家主动退出单局,按撤离失败结算 | + +`Defeated`、`TimedOut`、`Quit` 均只保留保险箱内容,仅用于结算记录的区分。 + +## 生命周期 + +- **新存档**:`characters` 由 `GlobalConfig.NewGameCharacterIds` 生成,初始装备取 `CharacterConfig.WeaponItemId` / `ArmorItemId`;`mainWarehouse`、`loadout.partyCharacterIds`、`loadout.carriedItems`、`runHistory` 为空。 +- **进入单局**:根据存档中的局外状态创建仅供本局使用的临时状态(背包、保险箱、单局进度),单局进行中只修改临时状态,不写入存档。 +- **正常结算**(撤离成功 / 死亡 / 超时 / 主动退出):按结算规则把物品写入主仓库或丢弃,追加一条 `RunRecord`,一次性写盘。 +- **异常关闭**:临时状态丢弃,存档保持进入该局前的状态,不产生结算记录。 + +## 读写组件 + +> 代码位置:`Assets/GameMain/Scripts/Runtime/CustomComponent/Save/SaveComponent.cs`,通过 `GameEntry.Save` 访问,挂在 Launcher 场景 `Customs/Save` 物体上。 + +| API | 说明 | +| --- | --- | +| `Data` | 当前内存中的存档数据,未加载或未创建时为 null | +| `HasSave` | 磁盘上是否已存在存档文件 | +| `IsReady` | 存档数据是否可用 | +| `Load()` | 从磁盘读取存档;文件不存在返回 true 且 `HasSave` 为 false,解析失败返回 false | +| `CreateNewGame()` | 依据配表创建新存档数据(不写盘) | +| `Save()` | 将当前存档写入磁盘,自动更新 `updatedAt`;先写临时文件再替换,避免写入中断损坏存档 | + +- 存档文件路径为 `Application.persistentDataPath` 下的 `save.json`(`SaveComponent` 的 `_fileName` 可配置)。 +- 加载时若 `version` 与 `SaveData.CurrentVersion` 不一致,记录警告并继续加载,迁移逻辑后续需要时补充。 + +## 验收对应 + +对应 `Docs/GameDesign/06_PrototypeScope.md` 存档相关验收项: + +- [ ] 退出并重新打开游戏后,局外主仓库、角色装备和战备配置能够从本地存档恢复。 +- [ ] 已结束单局的结算数据能够写入本地存档并在重新打开游戏后读取。 +- [ ] 重新打开游戏时不会恢复尚未结束的单局。 +- [ ] 单局中主动退出时能够按撤离失败结算,保存保险箱内容和本局失败记录。 +- [ ] 异常关闭的未结算单局不会修改局外存档,也不会生成结算记录。 + +## 还没决定的问题 + +暂无。存档的加密、校验与多存档位支持不在原型范围内,后续需要时再补充。 \ No newline at end of file diff --git a/Docs/Tech/03_UIMaintenance.md b/Docs/Tech/03_UIMaintenance.md new file mode 100644 index 0000000..39bd34d --- /dev/null +++ b/Docs/Tech/03_UIMaintenance.md @@ -0,0 +1,64 @@ +# UI 维护要点 + +> 汇总 SBE 项目中 UI 的代码组织、嵌套 Form 协作与常见注意事项。 +> 相关代码:`Assets/GameMain/Scripts/UI/`(生成 + 手写 partial)、`Assets/GameMain/Scripts/Base/Event/UIForm/`(UI 事件)。 + +## 一、Form / View 的组织方式 + +- **自动生成**:`UIPrefabBuilder`(编辑器菜单 `Utility/UI/Build UI Prefabs`)构建 prefab;`UIAssetsTools` 根据 `UISerializationRoot`/`UISerializationItem` 上的引用生成 `XxxForm.cs` 与 `XxxView.cs`(文件头带 `// `)。 +- **手写逻辑**:业务代码写在同名的 `.Logic.cs` partial 里(如 `LobbyForm.Logic.cs`),与生成文件合并;**不要**修改自动生成文件。 +- **View 字段**:prefab 中需要代码访问的组件在序列化项上登记变量名(`variableName`),生成到 View 的 public 字段。View 只暴露组件引用,不做业务。 +- **View 引用的是子 Form 组件而非子 View**:如 `LobbyView.warehouseForm`(WarehouseForm 组件)、`WarehouseView.inventoryPanelForm` / `itemDetailsPanelForm`。通过 `子Form.View` 再取具体组件。 + +## 二、嵌套 Form 的能力模型 + +- 一个 Form 可以嵌套子 Form(prefab 实例层级:`LobbyForm → WarehouseForm → InventoryForm / ItemDetailsForm`)。 +- **子 Form 只提供能力**(public 方法),**不直接读取全局数据源、不主动触发刷新**;数据由调用方传入。例:`InventoryForm.RefreshList(stacks)`、`ItemDetailsForm.Refresh(itemId)`、`WarehouseForm.Refresh(stacks)`。 +- **只有顶级 Form(通过 `GameEntry.UI.OpenUIForm` 打开的)才有编排权**,负责读数据并向下分发。例:`LobbyForm.OnOpen → SwitchPage → warehouseForm.Refresh(save.mainWarehouse)`。 +- 子 Form 的能力入口保持幂等、可反复调用;父 Form 切换页面时重新调用即可。 + +## 三、嵌套 Form 与 UGF 生命周期 + +- **只有被 UIComponent 打开的顶级 Form 才会被框架调用 `OnInit / OnOpen / OnClose / OnUpdate` 等生命周期方法。嵌套 Form 的这些方法永远不会执行**——不要在嵌套 Form 里依赖它们(最常见错误:把事件绑定写在 `OnInit`,结果永远不生效)。 +- 嵌套 Form 的**事件绑定/订阅改为幂等式**:`bool` 标志 + `EnsureXxx()`,在能力入口(如 `Refresh`)调用,保证先于任何交互执行。 + ```csharp + private bool _listenersBound = false; + private void EnsureListenersBound() + { + if (_listenersBound) return; + _listenersBound = true; + View.allToggle.onValueChanged.AddListener(OnAllToggleValueChanged); + } + ``` +- UGF 表单实例会被**对象池复用**,幂等标志同时防止重复订阅。 +- 订阅了 `GameEntry.Event` 的嵌套 Form 实例被销毁后,事件中心可能残留引用:handler 开头加 `if (this == null) return;` 防御。 + +## 四、子 Form 向上传递数据:事件 + +- 子组件(如 `WarehouseSlotItem`)**禁止直接持有并调用父 Form**(避免反向引用),需要向上层传数据时发事件: + ```csharp + GameEntry.Event.Fire(this, WarehouseSlotItemClickEventArgs.Create(_slotId)); + ``` +- 事件参数类放在 `Assets/GameMain/Scripts/Base/Event/UIForm/`,命名 `XxxEventArgs`,继承 `GameEventArgs`,使用 `ReferencePool`(`Create` 静态工厂 + `Clear` 回收): + ```csharp + public class XxxEventArgs : GameEventArgs + { + public static int EventId => typeof(XxxEventArgs).GetHashCode(); + public override int Id => EventId; + public static XxxEventArgs Create(...) { var a = ReferencePool.Acquire(); ...; return a; } + public override void Clear() { ... } + } + ``` +- 事件参数要携带**唯一标识**(如格子索引 `SlotId`),不要用可能重复的语义值(如 itemId 在多堆同道具时无法唯一定位)。 +- 订阅方是拥有上下文的父 Form(`WarehouseForm` 监听格子点击 → 分发选中高亮与详情刷新),在能力入口幂等订阅。 +- 事件从 `GameEntry.Event.Subscribe(XxxEventArgs.EventId, handler)` / `GameEntry.Event.Fire(this, args)` 走 UGF 事件总线,无需手动管理对象生命周期。 + +## 五、其它约定 + +- **固定网格 + 模板格子**:列表用 `warehouseSlotRoot`(GridLayout 容器)+ `warehouseSlotTemplate`(一个模板格)。刷新时隐藏模板、销毁其他子物体、按模板实例化;格子数等数值来自配表(`GlobalConfig.WarehouseSlotCount`),**不写死**。 +- **选中态**:点击选中由事件驱动,`SetSelectedSlot(slotId)` 按唯一索引高亮;筛选后重建网格时选中自动清除。 +- **格式化文本**:界面文案用 `FormatTextUI`(Inspector 填 key,文本从 `FormatText_格式化文本.xlsx` 读取,`Set(params object[])` 传参),不要硬编码在代码里。 +- **导航切换**:导航用 `Toggle + ToggleGroup` 管理选中态,代码只订阅 `onValueChanged`(仅在 `isOn == true` 时处理),不再手动维护按钮状态。 +- **动画**:DOTween 移动 UI 元素时,`TransformPoint` 的入参是目标 rect **pivot 局部空间**坐标;元素锚点偏移需要换算:`(anchor - pivot) * rect.size + anchoredPosition`。 +- **打开流程**:Form 由 `UIFormType` 枚举 + `UIFormConfig` 表(`tbuiformconfig`)数据驱动,`GameEntry.UI.OpenUIForm(UIFormType.Xxx)`;Procedure 的 `OnLeave` 记得 `GameEntry.UI.CloseAllLoadedUIForms()`。 +- **布局组件注意**:生成 prefab 的 `Content` 上挂 `GridLayoutGroup` + `ContentSizeFitter`,运行时实例化子物体即可自动排布,不要手动改尺寸。 \ No newline at end of file diff --git a/Docs/Tech/README.md b/Docs/Tech/README.md new file mode 100644 index 0000000..2af53da --- /dev/null +++ b/Docs/Tech/README.md @@ -0,0 +1,9 @@ +# SBE 技术文档 + +## 文档 + +| 顺序 | 文档 | 用途 | +| --- | --- | --- | +| 1 | [Luban 数据表组件](01_LubanDataTable.md) | 配置表的导出、加载、访问约定与新增表流程 | +| 2 | [存档数据结构](02_SaveData.md) | 存档序列化格式、字段定义与生命周期 | +| 3 | [UI 维护要点](03_UIMaintenance.md) | Form/View 组织、嵌套 Form 协作、事件通信与常见坑 | \ No newline at end of file diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 34cde26..0b0def8 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -757,7 +757,24 @@ PlayerSettings: webGLMemoryGeometricGrowthStep: 0.2 webGLMemoryGeometricGrowthCap: 96 webGLPowerPreference: 2 - scriptingDefineSymbols: {} + scriptingDefineSymbols: + Android: DOTWEEN + EmbeddedLinux: DOTWEEN + GameCoreScarlett: DOTWEEN + GameCoreXboxOne: DOTWEEN + LinuxHeadlessSimulation: DOTWEEN + Nintendo Switch: DOTWEEN + PS4: DOTWEEN + PS5: DOTWEEN + QNX: DOTWEEN + Stadia: DOTWEEN + Standalone: DOTWEEN + VisionOS: DOTWEEN + WebGL: DOTWEEN + Windows Store Apps: DOTWEEN + XboxOne: DOTWEEN + iPhone: DOTWEEN + tvOS: DOTWEEN additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: {} diff --git a/数据表/Datas/BattleActionConfig_战斗行动配置.xlsx b/数据表/Datas/BattleActionConfig_战斗行动配置.xlsx index 9b22072..8306f17 100644 Binary files a/数据表/Datas/BattleActionConfig_战斗行动配置.xlsx and b/数据表/Datas/BattleActionConfig_战斗行动配置.xlsx differ diff --git a/数据表/Datas/CharacterConfig_角色配置.xlsx b/数据表/Datas/CharacterConfig_角色配置.xlsx index 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