commit fa7b04a8806ffc3638bf9c62b45959da5840ba3b
Author: SepComet <2428390463@qq.com>
Date: Tue Apr 14 00:08:45 2026 +0800
init
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..218365d
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,90 @@
+# This .gitignore file should be placed at the root of your Unity project directory
+#
+# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
+#
+.utmp/
+/[Ll]ibrary/
+/[Tt]emp/
+/[Oo]bj/
+/[Bb]uild/
+/[Bb]uilds/
+/[Ll]ogs/
+/[Uu]ser[Ss]ettings/
+*.log
+
+# MemoryCaptures can get excessive in size.
+# They also could contain extremely sensitive data
+/[Mm]emoryCaptures/
+
+# Recordings can get excessive in size
+/[Rr]ecordings/
+
+# Uncomment this line if you wish to ignore the asset store tools plugin
+# /[Aa]ssets/AssetStoreTools*
+
+# Autogenerated Jetbrains Rider plugin
+/[Aa]ssets/Plugins/Editor/JetBrains*
+
+# Visual Studio cache directory
+.vs/
+
+# Rider cache directory
+.idea/
+*.iml
+cmake-build-*/
+
+# Gradle cache directory
+.gradle/
+
+# Autogenerated VS/MD/Consulo solution and project files
+ExportedObj/
+.consulo/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+*.pdb
+*.mdb
+*.opendb
+*.VC.db
+
+# Unity3D generated meta files
+*.pidb.meta
+*.pdb.meta
+*.mdb.meta
+
+# Unity3D generated file on crash reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.aab
+*.unitypackage
+*.unitypackage.meta
+*.app
+
+# Crashlytics generated file
+crashlytics-build.properties
+
+# Packed Addressables
+/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
+
+/Assets/StreamingAssets
+/Assets/StreamingAssets.meta
+/UI参考
+/bin
+/docs/screenshot
+*.xmind
+/数据表/__pycache__/
+/类吸血鬼项目.md
+
+~$*.xlsx
+Assets/GameMain/Configs/ResourceBuilder.xml
+/.dotnet
+/openspec/changes/archive
\ No newline at end of file
diff --git a/.vscode/extensions.json b/.vscode/extensions.json
new file mode 100644
index 0000000..ddb6ff8
--- /dev/null
+++ b/.vscode/extensions.json
@@ -0,0 +1,5 @@
+{
+ "recommendations": [
+ "visualstudiotoolsforunity.vstuc"
+ ]
+}
diff --git a/.vscode/launch.json b/.vscode/launch.json
new file mode 100644
index 0000000..da60e25
--- /dev/null
+++ b/.vscode/launch.json
@@ -0,0 +1,10 @@
+{
+ "version": "0.2.0",
+ "configurations": [
+ {
+ "name": "Attach to Unity",
+ "type": "vstuc",
+ "request": "attach"
+ }
+ ]
+}
\ No newline at end of file
diff --git a/.vscode/settings.json b/.vscode/settings.json
new file mode 100644
index 0000000..0dfc54f
--- /dev/null
+++ b/.vscode/settings.json
@@ -0,0 +1,60 @@
+{
+ "files.exclude": {
+ "**/.DS_Store": true,
+ "**/.git": true,
+ "**/.vs": true,
+ "**/.gitmodules": true,
+ "**/.vsconfig": true,
+ "**/*.booproj": true,
+ "**/*.pidb": true,
+ "**/*.suo": true,
+ "**/*.user": true,
+ "**/*.userprefs": true,
+ "**/*.unityproj": true,
+ "**/*.dll": true,
+ "**/*.exe": true,
+ "**/*.pdf": true,
+ "**/*.mid": true,
+ "**/*.midi": true,
+ "**/*.wav": true,
+ "**/*.gif": true,
+ "**/*.ico": true,
+ "**/*.jpg": true,
+ "**/*.jpeg": true,
+ "**/*.png": true,
+ "**/*.psd": true,
+ "**/*.tga": true,
+ "**/*.tif": true,
+ "**/*.tiff": true,
+ "**/*.3ds": true,
+ "**/*.3DS": true,
+ "**/*.fbx": true,
+ "**/*.FBX": true,
+ "**/*.lxo": true,
+ "**/*.LXO": true,
+ "**/*.ma": true,
+ "**/*.MA": true,
+ "**/*.obj": true,
+ "**/*.OBJ": true,
+ "**/*.asset": true,
+ "**/*.cubemap": true,
+ "**/*.flare": true,
+ "**/*.mat": true,
+ "**/*.meta": true,
+ "**/*.prefab": true,
+ "**/*.unity": true,
+ "build/": true,
+ "Build/": true,
+ "Library/": true,
+ "library/": true,
+ "obj/": true,
+ "Obj/": true,
+ "Logs/": true,
+ "logs/": true,
+ "ProjectSettings/": true,
+ "UserSettings/": true,
+ "temp/": true,
+ "Temp/": true
+ },
+ "dotnet.defaultSolution": "VMdemo.sln"
+}
\ No newline at end of file
diff --git a/Assets/Plugins.meta b/Assets/Plugins.meta
new file mode 100644
index 0000000..edb5417
--- /dev/null
+++ b/Assets/Plugins.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7fde47db727079c4d8c6fad0f98d4a6f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Plugins/Demigiant.meta b/Assets/Plugins/Demigiant.meta
new file mode 100644
index 0000000..cbbd554
--- /dev/null
+++ b/Assets/Plugins/Demigiant.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: cd6777f0e299a6f43a74440fe9036fa1
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
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
+DefaultImporter:
+ userData:
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
+
+
+
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new file mode 100644
index 0000000..b893a67
--- /dev/null
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@@ -0,0 +1,165 @@
+
+
+
+ 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)
+
+
+
+ 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)
+
+
+
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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
new file mode 100644
index 0000000..24cd2ac
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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
@@ -0,0 +1,8 @@
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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/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta
new file mode 100644
index 0000000..5ad04c5
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@@ -0,0 +1,12 @@
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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..5872cc7
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs
@@ -0,0 +1,167 @@
+// Author: Daniele Giardini - http://www.demigiant.com
+// Created: 2018/07/13
+
+using System;
+using System.Reflection;
+using UnityEngine;
+using DG.Tweening.Core;
+using DG.Tweening.Plugins.Core.PathCore;
+using DG.Tweening.Plugins.Options;
+
+#pragma warning disable 1591
+namespace DG.Tweening
+{
+ ///
+ /// Utility functions that deal with available Modules 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
+ {
+ static bool _initialized;
+
+ #region Reflection
+
+ ///
+ /// Called via Reflection by DOTweenComponent on Awake
+ ///
+#if UNITY_2018_1_OR_NEWER
+ [UnityEngine.Scripting.Preserve]
+#endif
+ public static void Init()
+ {
+ if (_initialized) return;
+
+ _initialized = true;
+ DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
+
+#if UNITY_EDITOR
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+ UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
+#else
+ UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
+#endif
+#endif
+ }
+
+#if UNITY_2018_1_OR_NEWER
+#pragma warning disable
+ [UnityEngine.Scripting.Preserve]
+ // Just used to preserve methods when building, never called
+ static void Preserver()
+ {
+ Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
+ MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
+ }
+#pragma warning restore
+#endif
+
+ #endregion
+
+#if UNITY_EDITOR
+ // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
+ static void PlaymodeStateChanged()
+ #else
+ static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
+#endif
+ {
+ if (DOTween.instance == null) return;
+ DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
+ }
+#endif
+
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+ // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
+ // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
+
+ public static class Physics
+ {
+ // Called via DOTweenExternalCommand callback
+ public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
+ {
+#if !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
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diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt b/Assets/Plugins/Demigiant/DOTween/readme.txt
new file mode 100644
index 0000000..37ff7ef
--- /dev/null
+++ b/Assets/Plugins/Demigiant/DOTween/readme.txt
@@ -0,0 +1,29 @@
+DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
+
+// IMPORTANT!!! /////////////////////////////////////////////
+// Upgrading DOTween from versions older than 1.2.000 ///////
+// (or DOTween Pro older than 1.0.000) //////////////////////
+-------------------------------------------------------------
+If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
+1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
+2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
+3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
+4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
+
+// GET STARTED //////////////////////////////////////////////
+
+- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
+- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
+- You're ready to tween. Check out the links below for full documentation and license info.
+
+
+// LINKS ///////////////////////////////////////////////////////
+
+DOTween website (documentation, examples, etc): http://dotween.demigiant.com
+DOTween license: http://dotween.demigiant.com/license.php
+DOTween repository (Google Code): https://code.google.com/p/dotween/
+Demigiant website (documentation, examples, etc): http://www.demigiant.com
+
+// NOTES //////////////////////////////////////////////////////
+
+- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
\ No newline at end of file
diff --git a/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/Assets/Plugins/Demigiant/DOTween/readme.txt.meta
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new file mode 100644
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+++ b/Assets/Resources/DOTweenSettings.asset
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new file mode 100644
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new file mode 100644
index 0000000..6a0d0f5
--- /dev/null
+++ b/Packages/manifest.json
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new file mode 100644
index 0000000..cc6e0a2
--- /dev/null
+++ b/Packages/packages-lock.json
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diff --git a/doc/MVP-TODO.md b/doc/MVP-TODO.md
new file mode 100644
index 0000000..4df4749
--- /dev/null
+++ b/doc/MVP-TODO.md
@@ -0,0 +1,174 @@
+# MVP TODO - Unity 虚拟地址寻址模拟
+
+## 0. 需求冻结(已确认)
+- [x] 模式:单次地址翻译可视化 + 批量访问统计
+- [x] 系统位数:仅支持 `32 / 48 / 64`
+- [x] 页大小输入:仅支持 `2^n KB`
+- [x] 访问次数 `N`:可配置
+- [x] TLB:全相联 + LRU,条目数可配置,默认 `16`
+- [x] 页表:固定二级页表(稀疏结构)
+- [x] 物理内存输入:`MB`(自动换算帧数)
+- [x] 缺页替换:FIFO
+- [x] 指标:TLB 命中率 / 页表命中率 / 缺页次数 / 平均访问开销
+- [x] 交互:单步 / 连续播放 / 重置
+- [x] 可视化:表格高亮 + 日志时间线 + 简单流程动画
+- [x] 技术栈:Unity 2022 + C#
+
+## 1. 总体分步计划
+1. Step 1:参数与核心数据模型
+2. Step 2:地址生成与拆分
+3. Step 3:TLB(LRU)实现
+4. Step 4:二级页表与缺页/FIFO
+5. Step 5:翻译引擎(单步状态机)
+6. Step 6:统计模块
+7. Step 7:UI 绑定与流程动画
+8. Step 8:联调、测试、验收
+
+## 2. Step 1 - 参数与核心数据模型
+### TODO
+- [ ] 创建脚本目录:`Assets/Scripts/Core`、`Assets/Scripts/Simulation`、`Assets/Scripts/UI`
+- [ ] 新建 `SimulationConfig.cs`:定义可输入参数
+- [ ] 新建 `ConfigValidator.cs`:参数合法性校验
+- [ ] 新建 `AddressParts.cs`:保存 `VPN / offset / L1Index / L2Index`
+- [ ] 新建 `SimulationState.cs`:保存当前轮次、当前虚拟地址、是否缺页等
+
+### 输入字段(MVP)
+- [ ] `vaBits`:`32|48|64`
+- [ ] `pageSizeKB`:`2^n`
+- [ ] `physicalMemoryMB`:正整数
+- [ ] `tlbEntries`:正整数,默认 `16`
+- [ ] `accessCount`:正整数
+- [ ] `pageFaultPenalty`:默认 `100`(抽象开销单位)
+
+### 校验规则
+- [ ] `pageSizeKB` 必须是 2 的幂
+- [ ] `offsetBits = log2(pageSizeBytes)` 且 `offsetBits < vaBits`
+- [ ] `frameCount = floor(physicalMemoryBytes / pageSizeBytes)` 且 `frameCount >= 1`
+- [ ] 非法输入返回明确错误文本(用于 UI 提示)
+
+### 完成标准
+- [ ] 给定任意合法参数,能计算全部派生参数并通过校验
+- [ ] 任意非法输入都能得到可读错误信息
+
+## 3. Step 2 - 地址生成与拆分
+### TODO
+- [ ] 新建 `AddressGenerator.cs`:生成 `[0, 2^vaBits - 1]` 范围虚拟地址
+- [ ] 新建 `AddressTranslatorUtils.cs`:拆分 `VPN + offset`
+- [ ] 实现二级页表索引位拆分
+
+### 拆分规则
+- [ ] `vpnBits = vaBits - offsetBits`
+- [ ] `l1Bits = ceil(vpnBits / 2)`
+- [ ] `l2Bits = floor(vpnBits / 2)`
+- [ ] 从 `VPN` 拆出 `L1Index` 和 `L2Index`
+
+### 完成标准
+- [ ] 控制台可打印每次地址拆分结果
+- [ ] 32/48/64 三种位数下拆分结果均正确
+
+## 4. Step 3 - TLB(全相联 + LRU)
+### TODO
+- [ ] 新建 `TlbEntry.cs`:`VPN -> PFN` 映射及有效位
+- [ ] 新建 `TlbCache.cs`:查询、更新、淘汰
+- [ ] 使用 `Dictionary + LinkedList` 实现 O(1) 级 LRU
+
+### 行为要求
+- [ ] `Lookup(vpn)`:命中返回 PFN,未命中返回失败
+- [ ] `InsertOrUpdate(vpn, pfn)`:已存在则更新并置为最近使用
+- [ ] 超出容量时淘汰最久未使用项
+
+### 完成标准
+- [ ] 构造用例可验证 LRU 淘汰顺序正确
+- [ ] 连续访问时命中统计准确
+
+## 5. Step 4 - 二级页表 + 缺页 + FIFO
+### TODO
+- [ ] 新建 `TwoLevelPageTable.cs`:`Dictionary>`
+- [ ] 新建 `PageTableEntry.cs`:`PFN / present / dirty(可选)`
+- [ ] 新建 `PhysicalMemoryManager.cs`:空闲帧管理 + FIFO 队列
+- [ ] 缺页时分配空闲帧;无空闲帧时 FIFO 淘汰
+- [ ] 淘汰后同步页表项状态(`present = false`)
+
+### 行为要求
+- [ ] 页表命中:TLB 未命中后,页表中有 `present = true` 映射
+- [ ] 缺页:页表不存在或 `present = false`
+- [ ] 装入页面后写回页表并更新 TLB
+
+### 完成标准
+- [ ] 能稳定运行大量访问(例如 `N=10000`)无崩溃
+- [ ] FIFO 次序可从日志中验证
+
+## 6. Step 5 - 翻译引擎(单步状态机)
+### TODO
+- [ ] 新建 `TranslatorEngine.cs`
+- [ ] 定义步骤枚举:
+- [ ] `GenerateVA`
+- [ ] `SplitVA`
+- [ ] `LookupTLB`
+- [ ] `LookupPageTable`
+- [ ] `HandlePageFault`
+- [ ] `ComposePA`
+- [ ] `Finalize`
+- [ ] 提供 `StepOnce()` 与 `RunOneAccess()` 两种执行接口
+
+### 完成标准
+- [ ] 单步执行能暂停在每个阶段并暴露当前状态
+- [ ] 一次完整访问流程结果与预期一致
+
+## 7. Step 6 - 统计模块
+### TODO
+- [ ] 新建 `StatsCollector.cs`
+- [ ] 累计:`totalAccess`、`tlbHit`、`pageTableHit`、`pageFault`
+- [ ] 计算:`tlbHitRate`、`pageTableHitRate`、`avgCost`
+
+### 开销模型(MVP)
+- [ ] TLB 命中:`+1`
+- [ ] TLB miss + 页表命中:`+4`
+- [ ] 缺页:`+4 + pageFaultPenalty`
+
+### 完成标准
+- [ ] 指标在单步和批量模式下都持续更新
+- [ ] 批量完成后给出最终汇总
+
+## 8. Step 7 - UI 绑定与流程动画
+### TODO
+- [ ] 新建主场景 `Main.unity`
+- [ ] 参数面板:位数/页大小/物理内存/TLB条目/N/开销参数
+- [ ] 控制按钮:`单步`、`连续播放`、`暂停`、`重置`
+- [ ] 流程节点 UI:当前步骤高亮(颜色 + 轻动画)
+- [ ] 表格区:TLB、页表关键条目、FIFO 队列
+- [ ] 日志时间线:每次访问的关键事件文本
+- [ ] 指标区:四项核心指标实时显示
+
+### 完成标准
+- [ ] UI 上可完整观察一次访问的每个阶段
+- [ ] 连续播放期间 UI 不冻结,可暂停/恢复
+
+## 9. Step 8 - 联调、测试、验收
+### 测试清单
+- [ ] 参数边界:最小/最大可接受输入
+- [ ] 位数覆盖:32/48/64 各跑一轮
+- [ ] 页大小覆盖:多个 `2^n KB` 值
+- [ ] 小样本可视化:`N=10`
+- [ ] 大样本稳定性:`N=10000`
+- [ ] TLB 容量边界:`1`、`16`、大值
+- [ ] 物理内存极小场景:高缺页率验证 FIFO
+
+### 验收标准
+- [ ] 功能覆盖需求冻结清单
+- [ ] 四项指标数值可解释且趋势合理
+- [ ] 单步、连续播放、重置均可稳定使用
+- [ ] 控制台无持续异常错误
+
+## 10. 预计工时(MVP)
+- [ ] Step 1-2:4-6 小时
+- [ ] Step 3-4:6-10 小时
+- [ ] Step 5-6:3-5 小时
+- [ ] Step 7:6-8 小时
+- [ ] Step 8:2-4 小时
+- [ ] 合计:约 21-33 小时(约 3-4.5 天)
+
+## 11. 首日执行建议(直接开工)
+- [ ] 先完成 Step 1(参数模型 + 校验)
+- [ ] 紧接 Step 2(地址拆分)
+- [ ] 当天收尾前完成 Step 3(TLB LRU 最小可运行)
diff --git a/doc/dialog.md b/doc/dialog.md
new file mode 100644
index 0000000..6fb3f26
--- /dev/null
+++ b/doc/dialog.md
@@ -0,0 +1,894 @@
+user:
+我在4天后要做p38 - p43案例讲解,请帮我生成一份大纲(20-30分钟就够了)
+ps: 不局限于PPT提供的内容,需结合自己电脑处理器+所装Linux操作系统讲,要求做PPT(不追求花哨,重点追求知识技术)
+
+gpt:
+我先帮你把这 20–30 分钟的讲解**结构化成一个“能讲清 + 有你自己机器案例”的大纲**,你照这个直接做 PPT 基本就够用了(重点在“讲透地址翻译 + 结合 Linux 实例”)。
+
+---
+
+# 一、整体时间分配(建议)
+
+* 引入 + 背景:3 min
+* 虚拟内存核心机制:8–10 min
+* 地址翻译全过程(重点):8–10 min
+* Linux + 自己电脑案例:5–7 min
+* 总结:2 min
+
+---
+
+# 二、PPT大纲(建议 12–16 页)
+
+---
+
+## 1️⃣ 引入:为什么需要虚拟内存(1页)
+
+**讲什么:**
+
+* 物理内存有限(例如你电脑 16GB)
+* 但程序“感觉”自己有完整连续空间
+* 引出:虚拟存储器
+
+**可以加你自己的机器:**
+
+```bash
+free -h
+```
+
+说明:物理内存 vs swap
+
+---
+
+## 2️⃣ 虚拟内存基本概念(1页)
+
+核心点(来自PPT):
+
+* 虚拟地址 vs 物理地址
+* 虚拟地址空间 > 物理地址空间
+* 通过磁盘扩展(Linux:swap)
+
+**强调一句本质:**
+
+> 虚拟内存 = 用磁盘 + 内存 组成一个“更大但慢”的内存
+
+---
+
+## 3️⃣ 地址空间(1页)
+
+* 32位:4GB
+* 64位:理论更大
+* 两套地址:
+
+ * 虚拟地址(程序看到的)
+ * 物理地址(硬件使用)
+
+👉 可以补一句(加分点):
+
+> CPU 实际从来不直接用“虚拟地址访问内存”
+
+---
+
+## 4️⃣ 页(Page)机制(1页)
+
+* 内存按页划分(如 4KB)
+* 虚拟页 vs 物理页
+
+**关键词:**
+
+* 页号(VPN)
+* 页内偏移(VPO)
+
+---
+
+## 5️⃣ 页表(Page Table)(1页)
+
+* VPN → PPN
+* PTE(页表项)结构:
+
+ * 有效位
+ * 物理页号
+
+👉 点出问题:
+
+> 页表查找太慢 → 引出 TLB
+
+---
+
+## 6️⃣ TLB(重点)(1页)
+
+* Translation Lookaside Buffer
+* 页表的缓存
+
+**讲清楚:**
+
+* 命中:快
+* 未命中:查页表
+
+👉 可以类比:
+
+> TLB 就是“地址翻译的 L1 Cache”
+
+---
+
+## 7️⃣ 缺页异常(1页)
+
+流程(一定要讲顺):
+
+1. 访问虚拟地址
+2. 页表无效
+3. 触发缺页异常
+4. OS 从磁盘加载
+5. 更新页表
+6. 继续执行
+
+👉 这里是面试高频点
+
+---
+
+## 8️⃣ 地址翻译全过程(重点2页)
+
+结合 PPT 的例子:
+
+### 第一页:结构
+
+* VA = VPN + VPO
+* PA = PPN + PPO
+
+### 第二页:流程(建议画图)
+
+```
+CPU
+ ↓
+TLB(命中?)
+ ↓
+页表(找到 PPN)
+ ↓
+Cache(找数据)
+ ↓
+内存
+```
+
+👉 强调:
+
+* **先翻译地址,再访问数据**
+
+---
+
+## 9️⃣ Cache 与虚拟内存关系(1页)
+
+* Cache 用物理地址
+* TLB 用虚拟地址
+
+👉 很多人会混,这里讲清楚会很加分
+
+---
+
+## 🔟 Linux 虚拟内存结构(重点)(2页)
+
+### 第1页:进程地址空间
+
+```text
+| stack |
+| heap |
+| data |
+| text |
+```
+
+👉 命令演示:
+
+```bash
+cat /proc/self/maps
+```
+
+---
+
+### 第2页:vm_area_struct
+
+讲 PPT 内容:
+
+* Linux 用链表管理虚拟内存区域
+* 每个区域有权限(rwx)
+
+👉 可以举例:
+
+* 代码段:只读 + 可执行
+* 栈:可读写
+
+---
+
+## 1️⃣1️⃣ Linux 缺页(1页)
+
+简单讲:
+
+* 访问未加载页 → page fault
+* 内核处理(do_page_fault)
+
+👉 可以加一句:
+
+> 这就是为什么程序“第一次访问某块内存会慢”
+
+---
+
+## 1️⃣2️⃣ 内存映射 mmap(1页)
+
+* 文件 ↔ 虚拟内存
+* 支持:
+
+ * 共享
+ * 写时拷贝(COW)
+
+👉 举例:
+
+* fork
+* execve
+
+---
+
+## 1️⃣3️⃣ 结合你自己的电脑(重点加分)(1–2页)
+
+建议你实际跑几个命令截图:
+
+### ① CPU信息
+
+```bash
+lscpu
+```
+
+讲:
+
+* 是否 64 位
+* 地址宽度
+
+---
+
+### ② 内存 + swap
+
+```bash
+free -h
+```
+
+讲:
+
+* swap 就是虚拟内存的一部分
+
+---
+
+### ③ 页大小
+
+```bash
+getconf PAGE_SIZE
+```
+
+---
+
+### ④ 查看进程内存
+
+```bash
+cat /proc//maps
+```
+
+👉 说明:
+
+* 虚拟内存如何分段
+
+---
+
+## 1️⃣4️⃣ 总结(1页)
+
+收束成 4 句话:
+
+* 虚拟内存 = 抽象 + 扩展 + 保护
+* 地址翻译 = VPN → PPN
+* TLB = 性能关键
+* Linux = 用结构化方式管理虚拟内存
+
+---
+
+# 三、讲解重点(你要特别注意)
+
+### 1. 必须讲清楚的核心
+
+* 虚拟地址 ≠ 物理地址
+* 翻译过程(TLB + 页表)
+* 缺页异常
+
+---
+
+### 2. 加分点(面试级)
+
+* TLB vs Cache 区别
+* mmap / COW
+* Linux /proc 观察
+
+---
+
+### 3. 常见讲崩的点(提前避免)
+
+* ❌ 把虚拟内存理解成“只是 swap”
+* ❌ 忽略地址翻译过程
+* ❌ 不讲 OS 参与(缺页)
+
+---
+
+# 四、如果你想再拔高一点
+
+可以加一句总结性观点(很加分):
+
+> 虚拟内存的本质不是“扩容”,而是“提供一个受控的、抽象的地址空间”,扩容只是副作用。
+
+user:
+那能根据我的实际情况做出一些特色出来吗
+
+gpt:
+可以,而且这一步其实是你这次讲解**拉开差距的关键**。你不是在“复述虚拟内存”,而是在做一个**“我的机器是怎么实现虚拟内存的”实证型讲解**。
+
+我给你一套**可落地的“个性化增强方案”**,你直接嵌进刚才的大纲里即可。
+
+---
+
+# 一、你的“特色核心思路”(一定要有主线)
+
+你的讲解可以围绕一个主问题展开:
+
+> **“当我在我的 Linux 电脑上访问一个变量时,底层到底发生了什么?”**
+
+所有内容都往这个问题收敛,而不是散讲概念。
+
+---
+
+# 二、你可以做的 4 个“强区分度特色点”
+
+---
+
+## ⭐ 特色1:真实机器参数驱动(替代纯理论)
+
+### 你需要提前跑这些命令:
+
+```bash
+lscpu
+free -h
+getconf PAGE_SIZE
+cat /proc/cpuinfo | grep "address sizes"
+```
+
+---
+
+### PPT中这样设计一页:
+
+**标题:我的机器参数**
+
+你讲:
+
+* CPU:x86_64(说明是 64 位)
+* 地址宽度(例如 48-bit 虚拟地址)
+* 内存:16GB
+* 页大小:4KB
+
+---
+
+### 然后做一个“推导”(很加分):
+
+> 页大小 = 4KB = 2^12
+> → VPO = 12 位
+> → 剩下的是 VPN
+
+👉 这一步相当于把 PPT 的抽象例子换成“你的机器真实参数”
+
+---
+
+## ⭐ 特色2:现场“虚拟地址拆解”(核心亮点)
+
+你可以这样做一页:
+
+---
+
+### Step 1:写一段简单 C 程序
+
+```c
+#include
+
+int main() {
+ int a = 10;
+ printf("%p\n", &a);
+ return 0;
+}
+```
+
+---
+
+### Step 2:运行拿到地址
+
+比如:
+
+```text
+0x7ffdf3c2a5ac
+```
+
+---
+
+### Step 3:你在 PPT 里做拆解:
+
+假设:
+
+* 页大小 4KB → 12 位 offset
+
+你讲:
+
+```text
+虚拟地址:
+0x7ffdf3c2a5ac
+
+拆解:
+| VPN (高位) | VPO (低12位) |
+```
+
+👉 你不需要算得特别精确,但要表达出:
+
+> “低12位是页内偏移,这部分不会参与地址翻译”
+
+---
+
+## ⭐ 特色3:用 /proc 直接“看见虚拟内存”
+
+这一段是**非常强的工程感加分点**
+
+---
+
+### PPT页:进程虚拟地址空间实证
+
+运行:
+
+```bash
+cat /proc/$$/maps
+```
+
+---
+
+### 你讲:
+
+```text
+7f2c...-7f2c... r-xp → 代码段
+7f2c...-7f2c... rw-p → 数据段
+7ffd... → 栈
+```
+
+---
+
+### 关键一句(一定要说):
+
+> Linux 并不是用“一个连续空间”,而是用 vm_area_struct 把虚拟内存分段管理
+
+👉 这句话就是把 PPT 内容 + 实际系统连接起来
+
+---
+
+## ⭐ 特色4:模拟一次“缺页异常”(非常亮眼)
+
+这个是你可以讲得很“像工程师”的地方。
+
+---
+
+### 举例:
+
+```c
+int *p = malloc(1<<30); // 申请1GB
+p[0] = 1;
+```
+
+---
+
+### 你讲:
+
+> malloc 并不会立即分配物理内存
+> 只有访问时才触发缺页异常
+
+---
+
+### 配合命令:
+
+```bash
+top
+```
+
+或者:
+
+```bash
+cat /proc//status
+```
+
+看:
+
+* VmSize(虚拟内存)
+* VmRSS(实际物理内存)
+
+---
+
+👉 你总结一句:
+
+> Linux 使用“按需分配 + 缺页异常”实现虚拟内存
+
+---
+
+# 三、帮你把“特色嵌入原大纲”
+
+你可以这样改结构:
+
+---
+
+## 原本:
+
+虚拟内存 → 页表 → TLB → Linux
+
+---
+
+## 现在(推荐):
+
+### 主线:
+
+👉 “访问一个变量发生了什么”
+
+---
+
+### 结构:
+
+1. 我的机器参数(现实背景)
+2. 一个变量的虚拟地址(程序)
+3. 地址如何拆解(VPN/VPO)
+4. TLB + 页表(理论)
+5. 在 Linux 中如何体现(/proc)
+6. 如果没命中(缺页异常)
+7. mmap / fork(扩展)
+
+---
+
+👉 这就是:
+**从“定义驱动” → 变成“问题驱动”**
+
+---
+
+# 四、你这次可以达到的层级
+
+如果你按这个来讲:
+
+### 普通同学:
+
+* 讲 PPT
+* 背概念
+
+---
+
+### 你:
+
+* 用自己机器举例
+* 用 Linux 验证
+* 讲“真实发生的过程”
+
+👉 面试官/老师会直接把你归类为:
+**“有系统理解能力的人”**
+
+---
+
+user:
+WSL 跑的:
+basil@September:/mnt/c/Users/Administrator$ lscpu
+Architecture: x86_64
+ CPU op-mode(s): 32-bit, 64-bit
+ Address sizes: 48 bits physical, 48 bits virtual
+ Byte Order: Little Endian
+CPU(s): 12
+ On-line CPU(s) list: 0-11
+Vendor ID: AuthenticAMD
+ Model name: AMD Ryzen 5 5600U with Radeon Graphics
+ CPU family: 25
+ Model: 80
+ Thread(s) per core: 2
+ Core(s) per socket: 6
+ Socket(s): 1
+ Stepping: 0
+ BogoMIPS: 4591.26
+ Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr ss
+ e sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm constant_tsc rep_good nopl tsc_relia
+ ble nonstop_tsc cpuid extd_apicid tsc_known_freq pni pclmulqdq ssse3 fma cx16 sse4_1 sse4_2
+ movbe popcnt aes xsave avx f16c rdrand hypervisor lahf_lm cmp_legacy svm cr8_legacy abm ss
+ e4a misalignsse 3dnowprefetch osvw topoext perfctr_core ssbd ibrs ibpb stibp vmmcall fsgsba
+ se bmi1 avx2 smep bmi2 erms invpcid rdseed adx smap clflushopt clwb sha_ni xsaveopt xsavec
+ xgetbv1 xsaves clzero xsaveerptr arat npt nrip_save tsc_scale vmcb_clean flushbyasid decode
+ assists pausefilter pfthreshold v_vmsave_vmload umip vaes vpclmulqdq rdpid fsrm
+Virtualization features:
+ Virtualization: AMD-V
+ Hypervisor vendor: Microsoft
+ Virtualization type: full
+Caches (sum of all):
+ L1d: 192 KiB (6 instances)
+ L1i: 192 KiB (6 instances)
+ L2: 3 MiB (6 instances)
+ L3: 16 MiB (1 instance)
+NUMA:
+ NUMA node(s): 1
+ NUMA node0 CPU(s): 0-11
+Vulnerabilities:
+ Gather data sampling: Not affected
+ Indirect target selection: Not affected
+ Itlb multihit: Not affected
+ L1tf: Not affected
+ Mds: Not affected
+ Meltdown: Not affected
+ Mmio stale data: Not affected
+ Reg file data sampling: Not affected
+ Retbleed: Not affected
+ Spec rstack overflow: Vulnerable: Safe RET, no microcode
+ Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl
+ Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization
+ Spectre v2: Mitigation; Retpolines; IBPB conditional; IBRS_FW; STIBP always-on; RSB filling; PBRSB-eIBR
+ S Not affected; BHI Not affected
+ Srbds: Not affected
+ Tsa: Vulnerable: Clear CPU buffers attempted, no microcode
+ Tsx async abort: Not affected
+ Vmscape: Not affected
+basil@September:/mnt/c/Users/Administrator$ free -h
+ total used free shared buff/cache available
+Mem: 6.7Gi 1.1Gi 5.0Gi 3.5Mi 669Mi 5.6Gi
+Swap: 2.0Gi 0B 2.0Gi
+basil@September:/mnt/c/Users/Administrator$ getconf PAGE_SIZE
+4096
+
+
+gpt:
+很好,这组信息已经足够把你的讲解**从“课本级”提升到“系统级实证”**了。我直接帮你把这些数据“嵌入成 PPT 可用内容 + 讲解逻辑”,你可以基本原样使用。
+
+---
+
+# 一、你的机器画像(可以直接做一页 PPT)
+
+## 📄 标题:实验环境(我的机器)
+
+**内容建议:**
+
+* CPU:AMD Ryzen 5 5600U(x86_64)
+* 核心/线程:6C12T
+* 虚拟地址空间:**48 bits**
+* 物理地址空间:**48 bits**
+* 页大小:**4KB**
+* 内存:6.7GB
+* Swap:2GB
+* 环境:**WSL(Hypervisor: Microsoft)**
+
+---
+
+## 🎯 你讲的时候要点(非常关键)
+
+重点讲这三句话:
+
+> 1️⃣ 我的机器是 64 位 CPU,但只用了 48 位虚拟地址
+> 2️⃣ 每个进程最多可用虚拟空间 ≈ 2^48 = 256TB
+> 3️⃣ 实际物理内存只有 6.7GB → 必须依赖虚拟内存
+
+👉 这三句话直接把“为什么需要虚拟内存”讲透
+
+---
+
+# 二、把你的参数“代入虚拟内存模型”(核心亮点页)
+
+## 📄 标题:我的机器上的地址结构
+
+---
+
+### 已知:
+
+* 虚拟地址:48 位
+* 页大小:4096 = 2¹²
+
+---
+
+### 推导:
+
+```text
+虚拟地址 = VPN + VPO
+
+VPO = 12 位(页内偏移)
+VPN = 48 - 12 = 36 位
+```
+
+---
+
+### PPT可以画成:
+
+```text
+| VPN (36 bits) | VPO (12 bits) |
+```
+
+---
+
+## 🎯 讲解关键句(建议背下来)
+
+> 在我的系统中,一个虚拟地址的低 12 位用于页内偏移,不参与地址翻译;
+> 高 36 位作为虚拟页号,用于查页表。
+
+👉 这一句 = 面试级表达
+
+---
+
+# 三、结合 TLB / 页表(升级你PPT那部分)
+
+你可以这样“改写课本内容”:
+
+---
+
+## 📄 标题:地址翻译(结合真实机器)
+
+流程:
+
+```text
+虚拟地址(48位)
+ ↓
+拆分 VPN + VPO
+ ↓
+TLB 查找(缓存页表)
+ ↓
+未命中 → 查页表
+ ↓
+得到 PPN
+ ↓
+拼接成物理地址
+```
+
+---
+
+## 🎯 关键强化(比别人强的地方)
+
+你补一句:
+
+> 由于 VPN 有 36 位,页表理论上非常大,因此必须依赖:
+>
+> * 多级页表
+> * TLB 缓存
+
+👉 这句话是“从参数推架构”,非常加分
+
+---
+
+# 四、WSL 特性(你的“独有亮点”)
+
+这一段是你**可以明显区别别人的地方**
+
+---
+
+## 📄 标题:WSL 下的虚拟内存特点
+
+你可以讲:
+
+### 1️⃣ 你不是直接运行在裸机 Linux
+
+```text
+Linux(WSL)
+ ↓
+Hypervisor(Microsoft)
+ ↓
+Windows
+ ↓
+硬件
+```
+
+---
+
+### 2️⃣ 带来的影响
+
+你可以讲三点:
+
+* Linux 的“物理内存”其实是 **虚拟化出来的**
+* 页表是 **嵌套的(Guest + Host)**
+* 地址翻译路径更长
+
+---
+
+## 🎯 高级总结(很加分)
+
+> 在 WSL 中,一次内存访问可能涉及:
+>
+> * Guest 页表(Linux)
+> * Host 页表(Windows)
+> * 硬件页表
+
+👉 这已经是“系统/虚拟化理解层级”了
+
+---
+
+# 五、把你的数据用在“缺页”讲解里
+
+---
+
+## 📄 标题:我的机器上的缺页机制
+
+你有:
+
+* 内存:6.7GB
+* Swap:2GB
+
+---
+
+## 🎯 你可以这样讲:
+
+> 当程序申请超过 6.7GB 内存时:
+>
+> * 一部分会被换出到 swap(磁盘)
+> * 访问时触发缺页异常
+
+---
+
+## 可以加一句更专业的:
+
+> Linux 使用“按需分配(lazy allocation)”,即:
+> malloc 并不会立即分配物理页
+
+---
+
+# 六、你这场讲解的“最强一页”(建议一定加)
+
+## 📄 标题:从一个变量看虚拟内存全过程
+
+---
+
+你可以这样串:
+
+```text
+int a = 10;
+```
+
+---
+
+讲解流程:
+
+1. &a 是一个虚拟地址(48位)
+2. 拆分:
+
+ * 低12位:页内偏移
+ * 高36位:VPN
+3. 查 TLB
+4. 查页表
+5. 得到物理页
+6. 访问内存
+7. 若不在内存 → 缺页异常 → 从 swap 加载
+
+---
+
+## 🎯 一句话收尾(非常关键)
+
+> 一个简单的变量访问,本质上触发的是一整套虚拟内存管理机制。
+
+---
+
+# 七、你现在这套讲法的水平
+
+如果你按这个讲:
+
+### 普通讲法:
+
+* 定义
+* PPT例子
+
+---
+
+### 你的讲法:
+
+* 用自己 CPU 参数推导地址结构
+* 用 Linux 命令验证
+* 解释 WSL 虚拟化影响
+* 用变量串整个流程
+
+---
+
+👉 这已经接近:
+
+> **“操作系统课程设计答辩水平” + “面试可复用素材”**
+
+---
+
+# 八、我建议你下一步(很关键)
+
+你现在已经有“内容”,但还缺两样:
+
+### 1️⃣ PPT 成品页(我可以帮你直接写好)
+
+### 2️⃣ 讲稿(避免讲乱)
+
+---
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