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 @@
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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
index 0000000..064d8f4
--- /dev/null
+++ b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseForm.Logic.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/GameMain/Scripts/UI/Warehouse/WarehouseView.cs b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseView.cs
index 85966ea..bf74528 100644
--- a/Assets/GameMain/Scripts/UI/Warehouse/WarehouseView.cs
+++ b/Assets/GameMain/Scripts/UI/Warehouse/WarehouseView.cs
@@ -6,7 +6,7 @@ namespace SepCore.UI
[DisallowMultipleComponent]
public partial class WarehouseView : MonoBehaviour
{
- [SerializeField] public global::SepCore.UI.InventoryView inventoryPanelView;
- [SerializeField] public global::SepCore.UI.ItemDetailsView itemDetailsPanelView;
+ [SerializeField] public global::SepCore.UI.InventoryForm inventoryPanelForm;
+ [SerializeField] public global::SepCore.UI.ItemDetailsForm itemDetailsPanelForm;
}
}
diff --git a/Assets/GameMain/UI/UIForms/CombatReadinessForm.prefab b/Assets/GameMain/UI/UIForms/CombatReadinessForm.prefab
index 01b9807..45bf617 100644
--- a/Assets/GameMain/UI/UIForms/CombatReadinessForm.prefab
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diff --git a/Assets/GameMain/UI/UIItems/WarehouseSlotItem.prefab.meta b/Assets/GameMain/UI/UIItems/WarehouseSlotItem.prefab.meta
index fde9b3d..6c545ba 100644
--- a/Assets/GameMain/UI/UIItems/WarehouseSlotItem.prefab.meta
+++ b/Assets/GameMain/UI/UIItems/WarehouseSlotItem.prefab.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Launcher.unity b/Assets/Launcher.unity
index 46155dc..3e105f5 100644
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+++ b/Assets/Launcher.unity
@@ -153,6 +153,7 @@ Transform:
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diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta
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diff --git a/Assets/Plugins/Demigiant/DOTween.meta b/Assets/Plugins/Demigiant/DOTween.meta
new file mode 100644
index 0000000..cbebc39
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween.meta
@@ -0,0 +1,21 @@
+fileFormatVersion: 2
+guid: a50bd9a009c8dfc4ebd88cc8101225a7
+labels:
+- Tween
+- Tweening
+- Animation
+- HOTween
+- Paths
+- iTween
+- DFTween
+- LeanTween
+- Ease
+- Easing
+- Shake
+- Punch
+- 2DToolkit
+- TextMeshPro
+- Text
+folderAsset: yes
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diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Assets/Plugins/Demigiant/DOTween/DOTween.XML
new file mode 100644
index 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
+
+
+
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta
new file mode 100644
index 0000000..7a866b5
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@@ -0,0 +1,4 @@
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+TextScriptImporter:
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new file mode 100644
index 0000000..65032ee
Binary files /dev/null and b/Assets/Plugins/Demigiant/DOTween/DOTween.dll differ
diff --git a/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
new file mode 100644
index 0000000..482dbb8
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+guid: a811bde74b26b53498b4f6d872b09b6d
+PluginImporter:
+ serializedVersion: 1
+ iconMap: {}
+ executionOrder: {}
+ isPreloaded: 0
+ platformData:
+ Any:
+ enabled: 1
+ settings: {}
+ Editor:
+ enabled: 0
+ settings:
+ DefaultValueInitialized: true
+ WindowsStoreApps:
+ enabled: 0
+ settings:
+ CPU: AnyCPU
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor.meta b/Assets/Plugins/Demigiant/DOTween/Editor.meta
new file mode 100644
index 0000000..532edfb
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Editor.meta
@@ -0,0 +1,5 @@
+fileFormatVersion: 2
+guid: b27f58ae5d5c33a4bb2d1f4f34bd036d
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
new file mode 100644
index 0000000..7d18555
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML
@@ -0,0 +1,189 @@
+
+
+
+ DOTweenEditor
+
+
+
+
+ Contains compatibility methods taken from DemiEditor (for when DOTween is without it)
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account
+
+
+
+
+ Starts the update loop of tween in the editor. 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
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+fileFormatVersion: 2
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+TextScriptImporter:
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new file mode 100644
index 0000000..024a2da
Binary files /dev/null and b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll differ
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta b/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta
new file mode 100644
index 0000000..53590f3
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+ platformData:
+ Any:
+ enabled: 0
+ settings: {}
+ Editor:
+ enabled: 1
+ settings:
+ DefaultValueInitialized: true
+ WindowsStoreApps:
+ enabled: 0
+ settings:
+ CPU: AnyCPU
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta
new file mode 100644
index 0000000..a81ba5f
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta
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+fileFormatVersion: 2
+guid: 0034ebae0c2a9344e897db1160d71b6d
+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png
new file mode 100644
index 0000000..d06fc7c
Binary files /dev/null and b/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png differ
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new file mode 100644
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diff --git a/Assets/Plugins/Demigiant/DOTween/Modules.meta b/Assets/Plugins/Demigiant/DOTween/Modules.meta
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diff --git a/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs 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
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+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta
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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 --git a/Assets/Resources.meta b/Assets/Resources.meta
new file mode 100644
index 0000000..92b8f5f
--- /dev/null
+++ b/Assets/Resources.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3ec41d31ae64f414390fc12ea2d17d12
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Resources/DOTweenSettings.asset b/Assets/Resources/DOTweenSettings.asset
new file mode 100644
index 0000000..8c38d71
--- /dev/null
+++ b/Assets/Resources/DOTweenSettings.asset
@@ -0,0 +1,55 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 16995157, guid: a811bde74b26b53498b4f6d872b09b6d, type: 3}
+ m_Name: DOTweenSettings
+ m_EditorClassIdentifier:
+ useSafeMode: 1
+ safeModeOptions:
+ logBehaviour: 2
+ nestedTweenFailureBehaviour: 0
+ timeScale: 1
+ unscaledTimeScale: 1
+ useSmoothDeltaTime: 0
+ maxSmoothUnscaledTime: 0.15
+ rewindCallbackMode: 0
+ showUnityEditorReport: 0
+ logBehaviour: 0
+ drawGizmos: 1
+ defaultRecyclable: 0
+ defaultAutoPlay: 3
+ defaultUpdateType: 0
+ defaultTimeScaleIndependent: 0
+ defaultEaseType: 6
+ defaultEaseOvershootOrAmplitude: 1.70158
+ defaultEasePeriod: 0
+ defaultAutoKill: 1
+ defaultLoopType: 0
+ debugMode: 0
+ debugStoreTargetId: 1
+ showPreviewPanel: 1
+ storeSettingsLocation: 0
+ modules:
+ showPanel: 0
+ audioEnabled: 1
+ physicsEnabled: 1
+ physics2DEnabled: 1
+ spriteEnabled: 1
+ uiEnabled: 1
+ uiToolkitEnabled: 0
+ textMeshProEnabled: 0
+ tk2DEnabled: 0
+ deAudioEnabled: 0
+ deUnityExtendedEnabled: 0
+ epoOutlineEnabled: 0
+ createASMDEF: 0
+ showPlayingTweens: 0
+ showPausedTweens: 0
diff --git a/Assets/Resources/DOTweenSettings.asset.meta b/Assets/Resources/DOTweenSettings.asset.meta
new file mode 100644
index 0000000..d67a0f2
--- /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
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