diff --git a/.gitignore b/.gitignore index 8af868e..127e75c 100644 --- a/.gitignore +++ b/.gitignore @@ -2,16 +2,16 @@ # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # -/[Ll]ibrary/ -/[Tt]emp/ -/[Oo]bj/ -/[Bb]uild/ -/[Bb]uilds/ -/[Ll]ogs/ -/[Mm]emoryCaptures/ +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +[Ll]ogs/ +[Mm]emoryCaptures/ # Asset meta data should only be ignored when the corresponding asset is also ignored -!/[Aa]ssets/**/*.meta +![Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* diff --git a/GGJ/Assets/Animations.meta b/GGJ/Assets/Animations.meta new file mode 100644 index 0000000..2410c74 --- /dev/null +++ b/GGJ/Assets/Animations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4d6076b7da2a4d2419b16524a89aa892 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Animations/.gitkeep b/GGJ/Assets/Animations/.gitkeep new file mode 100644 index 0000000..e69de29 diff --git a/GGJ/Assets/Editor.meta b/GGJ/Assets/Editor.meta new file mode 100644 index 0000000..d72bd8a --- /dev/null +++ b/GGJ/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2870ccd7d4ec0fc439a8a98da0653ae1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/BuildPipeline.meta b/GGJ/Assets/Editor/BuildPipeline.meta new file mode 100644 index 0000000..812d637 --- /dev/null +++ b/GGJ/Assets/Editor/BuildPipeline.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af56d320fc7ebc8489de15fcec143bd3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs b/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs new file mode 100644 index 0000000..aff8634 --- /dev/null +++ b/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs @@ -0,0 +1,270 @@ +using System; +using System.Linq; +using System.Text; +using System.IO; +using System.Diagnostics; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEditor.Build.Reporting; +using Ionic.Zip; + +using Debug = UnityEngine.Debug; + +//TODO: publish to itch.io via butler +public static class BuildManager { + //TODO: move to settings that can be changed in editor; + const string butlerRelativePath = @"Thirdparty/Editor/butler/butler.exe"; + static string[] channelNames = new string[] { + "windows-32", + "windows-64", + "linux-universal", + "osx-universal", + "webgl", + "android", + "ios", + "uwp", + }; + + + public static string LastBundleVersion { + get { + if (_LastBundleVersion == null) + _LastBundleVersion = PlayerPrefs.GetString("BuildManager.LastBundleVersion", "0.0.0.0"); + return _LastBundleVersion; + } + set { + _LastBundleVersion = value; + PlayerPrefs.SetString("BuildManager.LastBundleVersion", _LastBundleVersion); + PlayerPrefs.Save(); + } + } + public static int LastBuildPatch { + get { + if (_LastBuildPatch == -1) + _LastBuildPatch = PlayerPrefs.GetInt("BuildManager.LastBuildPatch", 0); + return _LastBuildPatch; + } + set { + _LastBuildPatch = value; + PlayerPrefs.SetInt("BuildManager.LastBuildPatch", _LastBuildPatch); + PlayerPrefs.Save(); + } + } + static string _LastBundleVersion = null; + static int _LastBuildPatch = -1; + + static List buildsPath; + + // Для пабліша на itch.io не треба zip. Він все одно розархівується, а потім заархівується по новому, так як треба itch + // Але я це оставив, щоб не робити архіви ручками, якщо щось треба отправить + public static void BuildAllSequence(bool needZip, bool needPush) { + BuildAll(); + + if (needZip) + CompressAll(buildsPath); + + if (needPush) + PushAll(buildsPath); + + ++LastBuildPatch; + } + + + static void BuildAll() { + Debug.Log("Start building all"); + DateTime startTime = DateTime.Now; + BuildTarget targetBeforeStart = EditorUserBuildSettings.activeBuildTarget; + BuildTargetGroup targetGroupBeforeStart = BuildPipeline.GetBuildTargetGroup(targetBeforeStart); + + buildsPath = new List(5); + buildsPath.Add(BuildWindows(true)); + buildsPath.Add(BuildWindowsX64(true)); + buildsPath.Add(BuildLinux(true)); + buildsPath.Add(BuildOSX(true)); + buildsPath.Add(BuildWeb(true)); + + EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroupBeforeStart, targetBeforeStart); + Debug.Log($"End building all. Elapsed time: {string.Format("{0:mm\\:ss}", DateTime.Now - startTime)}"); + } + + static void CompressAll(List buildsPath) { + DateTime startTime = DateTime.Now; + Debug.Log($"Start compressing all"); + + for (byte i = 0; i < buildsPath.Count; ++i) + if(buildsPath[i] != "") + Compress(buildsPath[i]); + + Debug.Log($"End compressing all. Elapsed time: {string.Format("{0:mm\\:ss}", DateTime.Now - startTime)}"); + } + + static void PushAll(List buildsPath) { + DateTime startTime = DateTime.Now; + Debug.Log($"Start pushing all"); + + for (byte i = 0; i < buildsPath.Count; ++i) + if(buildsPath[i] != "") + Push(buildsPath[i], channelNames[i]); + + Debug.Log($"End pushing all. Elapsed time: {string.Format("{0:mm\\:ss}", DateTime.Now - startTime)}"); + } + + public static string BuildWindows(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + $"_Windows", + $"_Windows/{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}/{PlayerSettings.productName}.exe" + ); + } + + public static string BuildWindowsX64(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "_Windows64", + $"_Windows64/{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}/{PlayerSettings.productName}.exe" + ); + } + + public static string BuildLinux(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.Standalone, BuildTarget.StandaloneLinux64, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "_Linux", + $"_Linux/{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}/{PlayerSettings.productName}.x86_64" + ); + } + + public static string BuildOSX(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.Standalone, BuildTarget.StandaloneOSX, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "_OSX", + $"_OSX/{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}/{PlayerSettings.productName}" + ); + } + + public static string BuildWeb(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.WebGL, BuildTarget.WebGL, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "_Web", + $"_Web" + ); + } + + public static string BuildAndroid(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.Android, BuildTarget.Android, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "", + $"{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}.apk" + ); + } + + public static string BuildIos(bool isInBuildSequence) { + return BaseBuild( + BuildTargetGroup.iOS, BuildTarget.iOS, + isInBuildSequence ? BuildOptions.None : BuildOptions.ShowBuiltPlayer, + !isInBuildSequence, + !isInBuildSequence, + "", + $"{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}.ipa" + ); + } + + static string BaseBuild(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, BuildOptions buildOptions, bool needReturnBuildTarget, bool incrementPatch, string folderPath, string buildPath) { + string basePath = $"Builds/{PlayerSettings.productName}_{PlayerSettings.bundleVersion}.{LastBuildPatch}"; + BuildTarget targetBeforeStart = EditorUserBuildSettings.activeBuildTarget; + BuildTargetGroup targetGroupBeforeStart = BuildPipeline.GetBuildTargetGroup(targetBeforeStart); + + if (LastBundleVersion != PlayerSettings.bundleVersion) { + LastBundleVersion = PlayerSettings.bundleVersion; + LastBuildPatch = 0; + } + + BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions { + scenes = EditorBuildSettings.scenes.Where(s => s.enabled).Select(s => s.path).ToArray(), + locationPathName = basePath + buildPath, + targetGroup = buildTargetGroup, + target = buildTarget, + options = buildOptions, + }; + + + BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); + BuildSummary summary = report.summary; + + //TODO: Зробити вивід гарнішим. Щоб виглядало по типу таблиці. + //Зараз \t не вирівнює його, коли summary.platform дуже різних довжин, наприклад StandaloneWindows та StandaloneOSX + if (summary.result == BuildResult.Succeeded) { + Debug.Log($"{summary.platform} succeeded. \t Time: {string.Format("{0:mm\\:ss}", summary.totalTime)} \t Size: {summary.totalSize / 1048576}"); + } + else if (summary.result == BuildResult.Failed) { + Debug.Log( + $"{summary.platform} failed. \t Time: {string.Format("{0:mm\\:ss}", summary.totalTime)} \t Size: {summary.totalSize / 1048576}" + "\n" + + $"Warnings: {summary.totalWarnings}" + "\n" + + $"Errors: {summary.totalErrors}" + ); + } + + if (incrementPatch) + ++LastBuildPatch; + + if (needReturnBuildTarget) + EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroupBeforeStart, targetBeforeStart); + + return summary.result == BuildResult.Succeeded ? basePath + folderPath : ""; + } + + public static void Compress(string dirPath) { + using (ZipFile zip = new ZipFile()) { + DateTime startTime = DateTime.Now; + zip.AddDirectory(dirPath); + zip.Save(dirPath + ".zip"); + + long uncompresedSize = 0; + long compresedSize = 0; + foreach (var e in zip.Entries) { + uncompresedSize += e.UncompressedSize; + compresedSize += e.CompressedSize; + } + Debug.Log($"Make .ZIP. \t\t\t Time: {string.Format("{0:mm\\:ss}", DateTime.Now - startTime)} \t Size: {uncompresedSize / 1048576} - {compresedSize / 1048576}"); + } + } + + public static void Push(string dirPath, string channelName) { + StringBuilder fileName = new StringBuilder(128); + StringBuilder args = new StringBuilder(128); + fileName.Append(Application.dataPath); + fileName.Append("/"); + fileName.Append(butlerRelativePath); + + args.Append("push \""); + args.Append(Application.dataPath); + args.Append("/../"); + args.Append(dirPath); + args.Append("\" "); + + args.Append($"teamon/{PlayerSettings.productName}:{channelName} "); + args.Append($"--userversion {PlayerSettings.bundleVersion}.{LastBuildPatch} "); + + Debug.Log(fileName.ToString() + args.ToString()); + Process.Start(fileName.ToString(), args.ToString()); + } +} diff --git a/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs.meta b/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs.meta new file mode 100644 index 0000000..273f024 --- /dev/null +++ b/GGJ/Assets/Editor/BuildPipeline/BuildManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 28614fe83e1139742914bc4f05a3e64b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs b/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs new file mode 100644 index 0000000..5250c01 --- /dev/null +++ b/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs @@ -0,0 +1,68 @@ +using System; +using System.Linq; +using System.IO; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using UnityEditor.Build.Reporting; + +public static class BuildManagerEditor { + [MenuItem("Build/Build All \u2192 ZIP \u2192 itch.io push")] + public static void BuildAllZippedPush() { + BuildManager.BuildAllSequence(true, true); + } + + [MenuItem("Build/Build All \u2192 itch.io push")] + public static void BuildAllPush() { + BuildManager.BuildAllSequence(false, true); + } + + [MenuItem("Build/Build All \u2192 ZIP")] + public static void BuildAllZipped() { + BuildManager.BuildAllSequence(true, false); + } + + [MenuItem("Build/Build All")] + public static void BuildAll() { + BuildManager.BuildAllSequence(false, false); + } + + [MenuItem("Build/Build Windows")] + public static void BuildWindows() { + BuildManager.BuildWindows(false); + } + + [MenuItem("Build/Build Windows x64")] + public static void BuildWindowsX64() { + BuildManager.BuildWindowsX64(false); + + } + + [MenuItem("Build/Build Linux")] + public static void BuildLinux() { + BuildManager.BuildLinux(false); + + } + + [MenuItem("Build/Build OSX")] + public static void BuildOSX() { + BuildManager.BuildOSX(false); + + } + + [MenuItem("Build/Build Web")] + public static void BuildWeb() { + BuildManager.BuildWeb(false); + } + + [MenuItem("Build/Build Android")] + public static void BuildAndroid() { + BuildManager.BuildAndroid(false); + } + + [MenuItem("Build/Build Ios")] + public static void BuildIos() { + BuildManager.BuildIos(false); + } +} diff --git a/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs.meta b/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs.meta new file mode 100644 index 0000000..60cf9bc --- /dev/null +++ b/GGJ/Assets/Editor/BuildPipeline/BuildManagerEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 81d09b05e04e076478c7d324c7d4de30 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/CustomToolbar.meta b/GGJ/Assets/Editor/CustomToolbar.meta new file mode 100644 index 0000000..8e049ab --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e84eafb05f00d7e4cb102b510036e724 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs new file mode 100644 index 0000000..d7e09b7 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs @@ -0,0 +1,49 @@ +using UnityEditor; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEditor.SceneManagement; + +namespace UnityToolbarExtender { + static class ToolbarStyles { + public static readonly GUIStyle commandButtonStyle; + + static ToolbarStyles() { + commandButtonStyle = new GUIStyle("Command") { + fontSize = 16, + alignment = TextAnchor.MiddleCenter, + imagePosition = ImagePosition.ImageAbove, + fontStyle = FontStyle.Bold + }; + } + } + + [InitializeOnLoad] + public class CustomToolbarLeft { + static CustomToolbarLeft() { + ToolbarExtender.LeftToolbarGUI.Add(OnToolbarGUI); + EditorApplication.playModeStateChanged += LogPlayModeState; + } + + static void OnToolbarGUI() { + GUILayout.FlexibleSpace(); + + if (GUILayout.Button(EditorGUIUtility.IconContent("LookDevSingle1@2x"), ToolbarStyles.commandButtonStyle)) { + if (!EditorApplication.isPlaying) { + EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); + EditorPrefs.SetInt("LastActiveScene", EditorSceneManager.GetActiveScene().buildIndex); + EditorSceneManager.OpenScene(SceneUtility.GetScenePathByBuildIndex(0)); + } + + EditorApplication.isPlaying = !EditorApplication.isPlaying; + } + } + + private static void LogPlayModeState(PlayModeStateChange state) { + if (state == PlayModeStateChange.EnteredEditMode && EditorPrefs.HasKey("LastActiveScene")) { + EditorSceneManager.OpenScene( + SceneUtility.GetScenePathByBuildIndex(EditorPrefs.GetInt("LastActiveScene"))); + EditorPrefs.DeleteKey("LastActiveScene"); + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs.meta b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs.meta new file mode 100644 index 0000000..68e0785 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarLeft.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb6079e418e254e4d979ae56c1c60d12 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs new file mode 100644 index 0000000..c9beb22 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs @@ -0,0 +1,25 @@ +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace UnityToolbarExtender { + + [InitializeOnLoad] + public static class CustomToolbarRight { + static CustomToolbarRight() { + ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI); + } + + static void OnToolbarGUI() { + EditorGUIUtility.SetIconSize(new Vector2(17, 17)); + if (GUILayout.Button(EditorGUIUtility.IconContent("LookDevResetEnv@2x"), ToolbarStyles.commandButtonStyle)) { + if (EditorApplication.isPlaying) { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + } + } + + Time.timeScale = EditorGUILayout.Slider("", Time.timeScale, 0.1f, 2f, GUILayout.Width(150)); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs.meta b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs.meta new file mode 100644 index 0000000..895fc3c --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/CustomToolbarRight.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f9f08c8f7448454dab6e65431d5df35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs b/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs new file mode 100644 index 0000000..3f70eb8 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs @@ -0,0 +1,59 @@ +using System; +using UnityEngine; +using UnityEditor; +using System.Reflection; + +#if UNITY_2019_1_OR_NEWER +using UnityEngine.UIElements; +#else +using UnityEngine.Experimental.UIElements; +#endif + +namespace UnityToolbarExtender { + public static class ToolbarCallback { + static Type m_toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar"); + static Type m_guiViewType = typeof(Editor).Assembly.GetType("UnityEditor.GUIView"); + static PropertyInfo m_viewVisualTree = m_guiViewType.GetProperty("visualTree", + BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + static FieldInfo m_imguiContainerOnGui = typeof(IMGUIContainer).GetField("m_OnGUIHandler", + BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + static ScriptableObject m_currentToolbar; + + /// + /// Callback for toolbar OnGUI method. + /// + public static Action OnToolbarGUI; + + static ToolbarCallback() { + EditorApplication.update -= OnUpdate; + EditorApplication.update += OnUpdate; + } + + static void OnUpdate() { + // Relying on the fact that toolbar is ScriptableObject and gets deleted when layout changes + if (m_currentToolbar == null) { + // Find toolbar + var toolbars = Resources.FindObjectsOfTypeAll(m_toolbarType); + m_currentToolbar = toolbars.Length > 0 ? (ScriptableObject)toolbars[0] : null; + if (m_currentToolbar != null) { + // Get it's visual tree + var visualTree = (VisualElement)m_viewVisualTree.GetValue(m_currentToolbar, null); + + // Get first child which 'happens' to be toolbar IMGUIContainer + var container = (IMGUIContainer)visualTree[0]; + + // (Re)attach handler + var handler = (Action)m_imguiContainerOnGui.GetValue(container); + handler -= OnGUI; + handler += OnGUI; + m_imguiContainerOnGui.SetValue(container, handler); + } + } + } + + static void OnGUI() { + var handler = OnToolbarGUI; + if (handler != null) handler(); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs.meta b/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs.meta new file mode 100644 index 0000000..7247bb1 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/ToolbarCallback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6f186c28663ad814b98b580454c3c70b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs b/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs new file mode 100644 index 0000000..2a5e5c7 --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs @@ -0,0 +1,97 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using UnityEditor; +using UnityEngine; + +namespace UnityToolbarExtender { + [InitializeOnLoad] + public static class ToolbarExtender { + static int m_toolCount; + static GUIStyle m_commandStyle = null; + + public static readonly List LeftToolbarGUI = new List(); + public static readonly List RightToolbarGUI = new List(); + + static ToolbarExtender() { + Type toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar"); + FieldInfo toolIcons = toolbarType.GetField("s_ShownToolIcons", + BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static); + var array = (Array)toolIcons.GetValue(null); + m_toolCount = array != null ? array.Length : 6; + + ToolbarCallback.OnToolbarGUI -= OnGUI; + ToolbarCallback.OnToolbarGUI += OnGUI; + } + + static void OnGUI() { + // Create two containers, left and right + // Screen is whole toolbar + + if (m_commandStyle == null) { + m_commandStyle = new GUIStyle("CommandLeft"); + } + + var screenWidth = EditorGUIUtility.currentViewWidth; + + // Following calculations match code reflected from Toolbar.OldOnGUI() + float playButtonsPosition = (screenWidth - 140) / 2; + + Rect leftRect = new Rect(0, 0, screenWidth, Screen.height); + leftRect.xMin += 10; // Spacing left + leftRect.xMin += 32 * m_toolCount; // Tool buttons + leftRect.xMin += 20; // Spacing between tools and pivot + leftRect.xMin += 64 * 2; // Pivot buttons + leftRect.xMax = playButtonsPosition; + + Rect rightRect = new Rect(0, 0, screenWidth, Screen.height); + rightRect.xMin = playButtonsPosition; + rightRect.xMin += m_commandStyle.fixedWidth * 3; // Play buttons + rightRect.xMax = screenWidth; + rightRect.xMax -= 10; // Spacing right + rightRect.xMax -= 80; // Layout + rightRect.xMax -= 10; // Spacing between layout and layers + rightRect.xMax -= 80; // Layers + rightRect.xMax -= 20; // Spacing between layers and account + rightRect.xMax -= 80; // Account + rightRect.xMax -= 10; // Spacing between account and cloud + rightRect.xMax -= 32; // Cloud + rightRect.xMax -= 10; // Spacing between cloud and collab + rightRect.xMax -= 78; // Colab + + // Add spacing around existing controls + leftRect.xMin += 10; + leftRect.xMax -= 10; + rightRect.xMin += 10; + rightRect.xMax -= 10; + + // Add top and bottom margins + leftRect.y = 5; + leftRect.height = 24; + rightRect.y = 5; + rightRect.height = 24; + + if (leftRect.width > 0) { + GUILayout.BeginArea(leftRect); + GUILayout.BeginHorizontal(); + foreach (var handler in LeftToolbarGUI) { + handler(); + } + + GUILayout.EndHorizontal(); + GUILayout.EndArea(); + } + + if (rightRect.width > 0) { + GUILayout.BeginArea(rightRect); + GUILayout.BeginHorizontal(); + foreach (var handler in RightToolbarGUI) { + handler(); + } + + GUILayout.EndHorizontal(); + GUILayout.EndArea(); + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs.meta b/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs.meta new file mode 100644 index 0000000..11594ad --- /dev/null +++ b/GGJ/Assets/Editor/CustomToolbar/ToolbarExtender.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8501d047e031fef468587e11de32c6ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Editor/DotNetZip.dll b/GGJ/Assets/Editor/DotNetZip.dll new file mode 100644 index 0000000..35d0483 Binary files /dev/null and b/GGJ/Assets/Editor/DotNetZip.dll 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--- /dev/null +++ b/GGJ/Assets/Scripts/Extensions/MusicHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec6021546d2183d4bba92b878f8b3d7b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs b/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs new file mode 100644 index 0000000..7e514f9 --- /dev/null +++ b/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +static class RandomEx { + public static void Shuffle(List array) { + int n = array.Count; + while (n > 1) { + int k = Random.Range(0, --n); + T temp = array[n]; + array[n] = array[k]; + array[k] = temp; + } + } + + public static void Shuffle(T[] array) { + int n = array.Length; + while (n > 1) { + int k = Random.Range(0, --n); + T temp = array[n]; + array[n] = array[k]; + array[k] = temp; + } + } + + public static T GetRandom(List array) { + return array[Random.Range(0, array.Count)]; + } + + public static T GetRandom(T[] array) { + return array[Random.Range(0, array.Length)]; + } +} diff --git a/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs.meta b/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs.meta new file mode 100644 index 0000000..e9e72ad --- /dev/null +++ b/GGJ/Assets/Scripts/Extensions/RandomExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d7ee6fd6109266849857f2e9342769e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Scripts/Menu.meta b/GGJ/Assets/Scripts/Menu.meta new file mode 100644 index 0000000..72198ee --- /dev/null +++ b/GGJ/Assets/Scripts/Menu.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 535fa99cb9a13b1408b5d52d5aee6e81 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gameObject.SetActive(false); + } + + protected virtual void OnEnter() { } + protected virtual void OnExit() { } +} diff --git a/GGJ/Assets/Scripts/Menu/MenuBase.cs.meta b/GGJ/Assets/Scripts/Menu/MenuBase.cs.meta new file mode 100644 index 0000000..1870f21 --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb911eb77910b634aba20782a66fb53c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Scripts/Menu/MenuGame.cs b/GGJ/Assets/Scripts/Menu/MenuGame.cs new file mode 100644 index 0000000..e090dfd --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuGame.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MenuGame : MenuBase { + [SerializeField] CanvasGroup androidControlls; + + protected override void Awake() { + base.Awake(); + } + + private void OnDestroy() { + } + + + protected override void OnEnter() { + androidControlls.alpha = 1.0f; + } + + protected override void OnExit() { + base.OnExit(); + androidControlls.alpha = 0.0f; + } +} diff --git a/GGJ/Assets/Scripts/Menu/MenuGame.cs.meta b/GGJ/Assets/Scripts/Menu/MenuGame.cs.meta new file mode 100644 index 0000000..a52106b --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuGame.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b3c649213960cda40bdd76c523aed6f0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Scripts/Menu/MenuMain.cs b/GGJ/Assets/Scripts/Menu/MenuMain.cs new file mode 100644 index 0000000..871cd94 --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuMain.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MenuMain : MenuBase { + public override void Hide() { + canvasGroup.interactable = canvasGroup.blocksRaycasts = false; + LeanTween.value(gameObject, canvasGroup.alpha, 0.0f, 0.2f) + .setOnUpdate((float a) => { + canvasGroup.alpha = a; + }).setOnComplete(() => { + gameObject.SetActive(false); + }); + OnExit(); + } +} diff --git a/GGJ/Assets/Scripts/Menu/MenuMain.cs.meta b/GGJ/Assets/Scripts/Menu/MenuMain.cs.meta new file mode 100644 index 0000000..b7e237e --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuMain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc16188fd6d2ed34dae2378ea726e626 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Scripts/Menu/MenuManager.cs b/GGJ/Assets/Scripts/Menu/MenuManager.cs new file mode 100644 index 0000000..cd02fcf --- /dev/null +++ b/GGJ/Assets/Scripts/Menu/MenuManager.cs @@ -0,0 +1,48 @@ +using System.Linq; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MenuManager : MonoBehaviour { + [SerializeField] byte FirstMenuId; + [SerializeField] MenuBase[] Menus; + Stack currMenu; + + void Start() { + currMenu = new Stack(); + currMenu.Push(Menus[FirstMenuId]); + + foreach (var menu in Menus) { + if (menu != currMenu.Peek()) + menu.Hide(); + else + menu.Show(); + + menu.MenuManager = this; + } + + Application.targetFrameRate = 60; + } + + public void HideAll() { + while(currMenu.Count != 0) + currMenu.Pop().Hide(); + } + + public void ShowMenuFromStack() { + currMenu.Pop().Hide(); + } + + public void TransitTo(MenuBase menu, bool hidePrev = true) { + if (hidePrev && currMenu.Count > 0) { + currMenu.Pop().Hide(); + } + + currMenu.Push(menu); + menu.Show(); + } + + public T GetNeededMenu() where T : MenuBase { + return Menus.First((m)=>m is T) as T; + } +} diff --git a/GGJ/Assets/Scripts/Menu/MenuManager.cs.meta 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System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PausePopup : Popup { + bool isShowed; + + private void Start() { + isShowed = false; + } + + public override void Show(bool isForce) { + base.Show(isForce); + isShowed = true; + } + + public override void Hide(bool isForce) { + base.Hide(isForce); + isShowed = false; + } + + public void OnContinueClick() { + Hide(false); + } + + public void OnExitClick() { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + } + + private void Update() { + if (Input.GetKeyDown(KeyCode.Escape)) { + if (isShowed) + Hide(false); + else + Show(false); + } + } +} diff --git a/GGJ/Assets/Scripts/Popups/PausePopup.cs.meta b/GGJ/Assets/Scripts/Popups/PausePopup.cs.meta new file mode 100644 index 0000000..388221d --- /dev/null +++ b/GGJ/Assets/Scripts/Popups/PausePopup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 307dc8d9ae95e1246a7f7caf4b697008 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allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty.meta b/GGJ/Assets/Thirdparty.meta new file mode 100644 index 0000000..c9db66d --- /dev/null +++ b/GGJ/Assets/Thirdparty.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d99f7d06a0de64748a003c2b2340cfbc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/ArrayPrefs.meta b/GGJ/Assets/Thirdparty/ArrayPrefs.meta new file mode 100644 index 0000000..99ba51d --- /dev/null +++ b/GGJ/Assets/Thirdparty/ArrayPrefs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d425d7175b8b5214e90c1a1c20589a2b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs b/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs new file mode 100644 index 0000000..67ba6d0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs @@ -0,0 +1,549 @@ +// ArrayPrefs2 v 1.4 + +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +public class PlayerPrefsX { + static private int endianDiff1; + static private int endianDiff2; + static private int idx; + static private byte[] byteBlock; + + enum ArrayType { Float, Int32, Bool, String, Vector2, Vector3, Quaternion, Color } + + public static bool SetBool(String name, bool value) { + try { + PlayerPrefs.SetInt(name, value ? 1 : 0); + } + catch { + return false; + } + return true; + } + + public static bool GetBool(String name) { + return PlayerPrefs.GetInt(name) == 1; + } + + public static bool GetBool(String name, bool defaultValue) { + return (1 == PlayerPrefs.GetInt(name, defaultValue ? 1 : 0)); + } + + public static long GetLong(string key, long defaultValue) { + int lowBits, highBits; + SplitLong(defaultValue, out lowBits, out highBits); + lowBits = PlayerPrefs.GetInt(key + "_lowBits", lowBits); + highBits = PlayerPrefs.GetInt(key + "_highBits", highBits); + + // unsigned, to prevent loss of sign bit. + ulong ret = (uint)highBits; + ret = (ret << 32); + return (long)(ret | (ulong)(uint)lowBits); + } + + public static long GetLong(string key) { + int lowBits = PlayerPrefs.GetInt(key + "_lowBits"); + int highBits = PlayerPrefs.GetInt(key + "_highBits"); + + // unsigned, to prevent loss of sign bit. + ulong ret = (uint)highBits; + ret = (ret << 32); + return (long)(ret | (ulong)(uint)lowBits); + } + + private static void SplitLong(long input, out int lowBits, out int highBits) { + // unsigned everything, to prevent loss of sign bit. + lowBits = (int)(uint)(ulong)input; + highBits = (int)(uint)(input >> 32); + } + + public static void SetLong(string key, long value) { + int lowBits, highBits; + SplitLong(value, out lowBits, out highBits); + PlayerPrefs.SetInt(key + "_lowBits", lowBits); + PlayerPrefs.SetInt(key + "_highBits", highBits); + } + + public static bool SetVector2(String key, Vector2 vector) { + return SetFloatArray(key, new float[] { vector.x, vector.y }); + } + + static Vector2 GetVector2(String key) { + var floatArray = GetFloatArray(key); + if (floatArray.Length < 2) { + return Vector2.zero; + } + return new Vector2(floatArray[0], floatArray[1]); + } + + public static Vector2 GetVector2(String key, Vector2 defaultValue) { + if (PlayerPrefs.HasKey(key)) { + return GetVector2(key); + } + return defaultValue; + } + + public static bool SetVector3(String key, Vector3 vector) { + return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z }); + } + + public static Vector3 GetVector3(String key) { + var floatArray = GetFloatArray(key); + if (floatArray.Length < 3) { + return Vector3.zero; + } + return new Vector3(floatArray[0], floatArray[1], floatArray[2]); + } + + public static Vector3 GetVector3(String key, Vector3 defaultValue) { + if (PlayerPrefs.HasKey(key)) { + return GetVector3(key); + } + return defaultValue; + } + + public static bool SetQuaternion(String key, Quaternion vector) { + return SetFloatArray(key, new float[] { vector.x, vector.y, vector.z, vector.w }); + } + + public static Quaternion GetQuaternion(String key) { + var floatArray = GetFloatArray(key); + if (floatArray.Length < 4) { + return Quaternion.identity; + } + return new Quaternion(floatArray[0], floatArray[1], floatArray[2], floatArray[3]); + } + + public static Quaternion GetQuaternion(String key, Quaternion defaultValue) { + if (PlayerPrefs.HasKey(key)) { + return GetQuaternion(key); + } + return defaultValue; + } + + public static bool SetColor(String key, Color color) { + return SetFloatArray(key, new float[] { color.r, color.g, color.b, color.a }); + } + + public static Color GetColor(String key) { + var floatArray = GetFloatArray(key); + if (floatArray.Length < 4) { + return new Color(0.0f, 0.0f, 0.0f, 0.0f); + } + return new Color(floatArray[0], floatArray[1], floatArray[2], floatArray[3]); + } + + public static Color GetColor(String key, Color defaultValue) { + if (PlayerPrefs.HasKey(key)) { + return GetColor(key); + } + return defaultValue; + } + + public static bool SetBoolArray(String key, bool[] boolArray) { + // Make a byte array that's a multiple of 8 in length, plus 5 bytes to store the number of entries as an int32 (+ identifier) + // We have to store the number of entries, since the boolArray length might not be a multiple of 8, so there could be some padded zeroes + var bytes = new byte[(boolArray.Length + 7) / 8 + 5]; + bytes[0] = System.Convert.ToByte(ArrayType.Bool); // Identifier + var bits = new BitArray(boolArray); + bits.CopyTo(bytes, 5); + Initialize(); + ConvertInt32ToBytes(boolArray.Length, bytes); // The number of entries in the boolArray goes in the first 4 bytes + + return SaveBytes(key, bytes); + } + + public static bool[] GetBoolArray(String key) { + if (PlayerPrefs.HasKey(key)) { + var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key)); + if (bytes.Length < 5) { + Debug.LogError("Corrupt preference file for " + key); + return new bool[0]; + } + if ((ArrayType)bytes[0] != ArrayType.Bool) { + Debug.LogError(key + " is not a boolean array"); + return new bool[0]; + } + Initialize(); + + // Make a new bytes array that doesn't include the number of entries + identifier (first 5 bytes) and turn that into a BitArray + var bytes2 = new byte[bytes.Length - 5]; + System.Array.Copy(bytes, 5, bytes2, 0, bytes2.Length); + var bits = new BitArray(bytes2); + // Get the number of entries from the first 4 bytes after the identifier and resize the BitArray to that length, then convert it to a boolean array + bits.Length = ConvertBytesToInt32(bytes); + var boolArray = new bool[bits.Count]; + bits.CopyTo(boolArray, 0); + + return boolArray; + } + return new bool[0]; + } + + public static bool[] GetBoolArray(String key, bool defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetBoolArray(key); + } + var boolArray = new bool[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + boolArray[i] = defaultValue; + } + return boolArray; + } + + public static bool SetStringArray(String key, String[] stringArray) { + var bytes = new byte[stringArray.Length + 1]; + bytes[0] = System.Convert.ToByte(ArrayType.String); // Identifier + Initialize(); + + // Store the length of each string that's in stringArray, so we can extract the correct strings in GetStringArray + for (var i = 0; i < stringArray.Length; i++) { + if (stringArray[i] == null) { + Debug.LogError("Can't save null entries in the string array when setting " + key); + return false; + } + if (stringArray[i].Length > 255) { + Debug.LogError("Strings cannot be longer than 255 characters when setting " + key); + return false; + } + bytes[idx++] = (byte)stringArray[i].Length; + } + + try { + PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes) + "|" + String.Join("", stringArray)); + } + catch { + return false; + } + return true; + } + + public static String[] GetStringArray(String key) { + if (PlayerPrefs.HasKey(key)) { + var completeString = PlayerPrefs.GetString(key); + var separatorIndex = completeString.IndexOf("|"[0]); + if (separatorIndex < 4) { + Debug.LogError("Corrupt preference file for " + key); + return new String[0]; + } + var bytes = System.Convert.FromBase64String(completeString.Substring(0, separatorIndex)); + if ((ArrayType)bytes[0] != ArrayType.String) { + Debug.LogError(key + " is not a string array"); + return new String[0]; + } + Initialize(); + + var numberOfEntries = bytes.Length - 1; + var stringArray = new String[numberOfEntries]; + var stringIndex = separatorIndex + 1; + for (var i = 0; i < numberOfEntries; i++) { + int stringLength = bytes[idx++]; + if (stringIndex + stringLength > completeString.Length) { + Debug.LogError("Corrupt preference file for " + key); + return new String[0]; + } + stringArray[i] = completeString.Substring(stringIndex, stringLength); + stringIndex += stringLength; + } + + return stringArray; + } + return new String[0]; + } + + public static String[] GetStringArray(String key, String defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetStringArray(key); + } + var stringArray = new String[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + stringArray[i] = defaultValue; + } + return stringArray; + } + + public static bool SetIntArray(String key, int[] intArray) { + return SetValue(key, intArray, ArrayType.Int32, 1, ConvertFromInt); + } + + public static bool SetFloatArray(String key, float[] floatArray) { + return SetValue(key, floatArray, ArrayType.Float, 1, ConvertFromFloat); + } + + public static bool SetVector2Array(String key, Vector2[] vector2Array) { + return SetValue(key, vector2Array, ArrayType.Vector2, 2, ConvertFromVector2); + } + + public static bool SetVector3Array(String key, Vector3[] vector3Array) { + return SetValue(key, vector3Array, ArrayType.Vector3, 3, ConvertFromVector3); + } + + public static bool SetQuaternionArray(String key, Quaternion[] quaternionArray) { + return SetValue(key, quaternionArray, ArrayType.Quaternion, 4, ConvertFromQuaternion); + } + + public static bool SetColorArray(String key, Color[] colorArray) { + return SetValue(key, colorArray, ArrayType.Color, 4, ConvertFromColor); + } + + private static bool SetValue(String key, T array, ArrayType arrayType, int vectorNumber, Action convert) where T : IList { + var bytes = new byte[(4 * array.Count) * vectorNumber + 1]; + bytes[0] = System.Convert.ToByte(arrayType); // Identifier + Initialize(); + + for (var i = 0; i < array.Count; i++) { + convert(array, bytes, i); + } + return SaveBytes(key, bytes); + } + + private static void ConvertFromInt(int[] array, byte[] bytes, int i) { + ConvertInt32ToBytes(array[i], bytes); + } + + private static void ConvertFromFloat(float[] array, byte[] bytes, int i) { + ConvertFloatToBytes(array[i], bytes); + } + + private static void ConvertFromVector2(Vector2[] array, byte[] bytes, int i) { + ConvertFloatToBytes(array[i].x, bytes); + ConvertFloatToBytes(array[i].y, bytes); + } + + private static void ConvertFromVector3(Vector3[] array, byte[] bytes, int i) { + ConvertFloatToBytes(array[i].x, bytes); + ConvertFloatToBytes(array[i].y, bytes); + ConvertFloatToBytes(array[i].z, bytes); + } + + private static void ConvertFromQuaternion(Quaternion[] array, byte[] bytes, int i) { + ConvertFloatToBytes(array[i].x, bytes); + ConvertFloatToBytes(array[i].y, bytes); + ConvertFloatToBytes(array[i].z, bytes); + ConvertFloatToBytes(array[i].w, bytes); + } + + private static void ConvertFromColor(Color[] array, byte[] bytes, int i) { + ConvertFloatToBytes(array[i].r, bytes); + ConvertFloatToBytes(array[i].g, bytes); + ConvertFloatToBytes(array[i].b, bytes); + ConvertFloatToBytes(array[i].a, bytes); + } + + public static int[] GetIntArray(String key) { + var intList = new List(); + GetValue(key, intList, ArrayType.Int32, 1, ConvertToInt); + return intList.ToArray(); + } + + public static int[] GetIntArray(String key, int defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetIntArray(key); + } + var intArray = new int[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + intArray[i] = defaultValue; + } + return intArray; + } + + public static float[] GetFloatArray(String key) { + var floatList = new List(); + GetValue(key, floatList, ArrayType.Float, 1, ConvertToFloat); + return floatList.ToArray(); + } + + public static float[] GetFloatArray(String key, float defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetFloatArray(key); + } + var floatArray = new float[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + floatArray[i] = defaultValue; + } + return floatArray; + } + + public static Vector2[] GetVector2Array(String key) { + var vector2List = new List(); + GetValue(key, vector2List, ArrayType.Vector2, 2, ConvertToVector2); + return vector2List.ToArray(); + } + + public static Vector2[] GetVector2Array(String key, Vector2 defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetVector2Array(key); + } + var vector2Array = new Vector2[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + vector2Array[i] = defaultValue; + } + return vector2Array; + } + + public static Vector3[] GetVector3Array(String key) { + var vector3List = new List(); + GetValue(key, vector3List, ArrayType.Vector3, 3, ConvertToVector3); + return vector3List.ToArray(); + } + + public static Vector3[] GetVector3Array(String key, Vector3 defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetVector3Array(key); + } + var vector3Array = new Vector3[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + vector3Array[i] = defaultValue; + } + return vector3Array; + } + + public static Quaternion[] GetQuaternionArray(String key) { + var quaternionList = new List(); + GetValue(key, quaternionList, ArrayType.Quaternion, 4, ConvertToQuaternion); + return quaternionList.ToArray(); + } + + public static Quaternion[] GetQuaternionArray(String key, Quaternion defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetQuaternionArray(key); + } + var quaternionArray = new Quaternion[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + quaternionArray[i] = defaultValue; + } + return quaternionArray; + } + + public static Color[] GetColorArray(String key) { + var colorList = new List(); + GetValue(key, colorList, ArrayType.Color, 4, ConvertToColor); + return colorList.ToArray(); + } + + public static Color[] GetColorArray(String key, Color defaultValue, int defaultSize) { + if (PlayerPrefs.HasKey(key)) { + return GetColorArray(key); + } + var colorArray = new Color[defaultSize]; + for (int i = 0; i < defaultSize; i++) { + colorArray[i] = defaultValue; + } + return colorArray; + } + + private static void GetValue(String key, T list, ArrayType arrayType, int vectorNumber, Action convert) where T : IList { + if (PlayerPrefs.HasKey(key)) { + var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key)); + if ((bytes.Length - 1) % (vectorNumber * 4) != 0) { + Debug.LogError("Corrupt preference file for " + key); + return; + } + if ((ArrayType)bytes[0] != arrayType) { + Debug.LogError(key + " is not a " + arrayType.ToString() + " array"); + return; + } + Initialize(); + + var end = (bytes.Length - 1) / (vectorNumber * 4); + for (var i = 0; i < end; i++) { + convert(list, bytes); + } + } + } + + private static void ConvertToInt(List list, byte[] bytes) { + list.Add(ConvertBytesToInt32(bytes)); + } + + private static void ConvertToFloat(List list, byte[] bytes) { + list.Add(ConvertBytesToFloat(bytes)); + } + + private static void ConvertToVector2(List list, byte[] bytes) { + list.Add(new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes))); + } + + private static void ConvertToVector3(List list, byte[] bytes) { + list.Add(new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes))); + } + + private static void ConvertToQuaternion(List list, byte[] bytes) { + list.Add(new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes))); + } + + private static void ConvertToColor(List list, byte[] bytes) { + list.Add(new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes))); + } + + public static void ShowArrayType(String key) { + var bytes = System.Convert.FromBase64String(PlayerPrefs.GetString(key)); + if (bytes.Length > 0) { + ArrayType arrayType = (ArrayType)bytes[0]; + Debug.Log(key + " is a " + arrayType.ToString() + " array"); + } + } + + private static void Initialize() { + if (System.BitConverter.IsLittleEndian) { + endianDiff1 = 0; + endianDiff2 = 0; + } + else { + endianDiff1 = 3; + endianDiff2 = 1; + } + if (byteBlock == null) { + byteBlock = new byte[4]; + } + idx = 1; + } + + private static bool SaveBytes(String key, byte[] bytes) { + try { + PlayerPrefs.SetString(key, System.Convert.ToBase64String(bytes)); + } + catch { + return false; + } + return true; + } + + private static void ConvertFloatToBytes(float f, byte[] bytes) { + byteBlock = System.BitConverter.GetBytes(f); + ConvertTo4Bytes(bytes); + } + + private static float ConvertBytesToFloat(byte[] bytes) { + ConvertFrom4Bytes(bytes); + return System.BitConverter.ToSingle(byteBlock, 0); + } + + private static void ConvertInt32ToBytes(int i, byte[] bytes) { + byteBlock = System.BitConverter.GetBytes(i); + ConvertTo4Bytes(bytes); + } + + private static int ConvertBytesToInt32(byte[] bytes) { + ConvertFrom4Bytes(bytes); + return System.BitConverter.ToInt32(byteBlock, 0); + } + + private static void ConvertTo4Bytes(byte[] bytes) { + bytes[idx] = byteBlock[endianDiff1]; + bytes[idx + 1] = byteBlock[1 + endianDiff2]; + bytes[idx + 2] = byteBlock[2 - endianDiff2]; + bytes[idx + 3] = byteBlock[3 - endianDiff1]; + idx += 4; + } + + private static void ConvertFrom4Bytes(byte[] bytes) { + byteBlock[endianDiff1] = bytes[idx]; + byteBlock[1 + endianDiff2] = bytes[idx + 1]; + byteBlock[2 - endianDiff2] = bytes[idx + 2]; + byteBlock[3 - endianDiff1] = bytes[idx + 3]; + idx += 4; + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs.meta b/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs.meta new file mode 100644 index 0000000..3f2cd97 --- /dev/null +++ b/GGJ/Assets/Thirdparty/ArrayPrefs/ArrayPrefs.cs.meta @@ 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a/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets.meta new file mode 100644 index 0000000..ed25ad6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb26df1b849af495bbce0f91bac5a3f7 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css.meta new file mode 100644 index 0000000..03b114e --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1f4f05e2c3c7b4c5eb028eb9c0c93886 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css/main.css b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css/main.css new file mode 100644 index 0000000..621cf57 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/assets/css/main.css @@ -0,0 +1,836 @@ +/* +Font sizes for all selectors other than the body are given in percentages, +with 100% equal to 13px. To calculate a font size percentage, multiply the +desired size in pixels by 7.6923076923. + +Here's a quick lookup table: + +10px - 76.923% +11px - 84.615% +12px - 92.308% +13px - 100% +14px - 107.692% +15px - 115.385% +16px - 123.077% +17px - 130.769% +18px - 138.462% +19px - 146.154% +20px - 153.846% +*/ + + +html { + background: #fff; + color: #333; + overflow-y: scroll; +} + +body { + font: 13px/1.4 'Lucida Grande', 'Lucida Sans Unicode', 'DejaVu Sans', 'Bitstream Vera Sans', 'Helvetica', 'Arial', sans-serif; + margin: 0; + padding: 0; +} + +/* -- Links ----------------------------------------------------------------- */ +a { + color: #356de4; + text-decoration: none; +} + +.hidden { + display: none; +} + +a:hover { text-decoration: underline; } + +/* "Jump to Table of Contents" link is shown to assistive tools, but hidden from + sight until it's focused. */ +.jump { + position: absolute; + padding: 3px 6px; + left: -99999px; + top: 0; +} + +.jump:focus { left: 40%; } + +/* -- Paragraphs ------------------------------------------------------------ */ +p { margin: 1.3em 0; } +dd p, td p { margin-bottom: 0; } +dd p:first-child, td p:first-child { margin-top: 0; } + +/* -- Headings -------------------------------------------------------------- */ +h1, h2, h3, h4, h5, h6 { + color: #D98527;/*was #f80*/ + font-family: 'Trebuchet MS', sans-serif; + font-weight: bold; + line-height: 1.1; + margin: 1.1em 0 0.5em; +} + +h1 { + font-size: 184.6%; + color: #30418C; + margin: 0.75em 0 0.5em; +} + +h2 { + font-size: 153.846%; + color: #E48A2B; +} + +h3 { font-size: 138.462%; } + +h4 { + border-bottom: 1px solid #DBDFEA; + color: #E48A2B; + font-size: 115.385%; + font-weight: normal; + padding-bottom: 2px; +} + +h5, h6 { font-size: 107.692%; } + +/* -- Code and examples ----------------------------------------------------- */ +code, kbd, pre, samp { + font-family: Menlo, Monaco, 'DejaVu Sans Mono', 'Bitstream Vera Sans Mono', 'Courier New', Courier, monospace; + font-size: 92.308%; + line-height: 1.35; +} + +p code, p kbd, p samp { + background: #FCFBFA; + border: 1px solid #EFEEED; + padding: 0 3px; +} + +a code, a kbd, a samp, +pre code, pre kbd, pre samp, +table code, table kbd, table samp, +.intro code, .intro kbd, .intro samp, +.toc code, .toc kbd, .toc samp { + background: none; + border: none; + padding: 0; +} + +pre.code, pre.terminal, pre.cmd { + overflow-x: auto; + *overflow-x: scroll; + padding: 0.3em 0.6em; +} + +pre.code { + background: #FCFBFA; + border: 1px solid #EFEEED; + border-left-width: 5px; +} + +pre.terminal, pre.cmd { + background: #F0EFFC; + border: 1px solid #D0CBFB; + border-left: 5px solid #D0CBFB; +} + +/* Don't reduce the font size of // elements inside
+   blocks. */
+pre code, pre kbd, pre samp { font-size: 100%; }
+
+/* Used to denote text that shouldn't be selectable, such as line numbers or
+   shell prompts. Guess which browser this doesn't work in. */
+.noselect {
+    -moz-user-select: -moz-none;
+    -khtml-user-select: none;
+    -webkit-user-select: none;
+    -o-user-select: none;
+    user-select: none;
+}
+
+/* -- Lists ----------------------------------------------------------------- */
+dd { margin: 0.2em 0 0.7em 1em; }
+dl { margin: 1em 0; }
+dt { font-weight: bold; }
+
+/* -- Tables ---------------------------------------------------------------- */
+caption, th { text-align: left; }
+
+table {
+    border-collapse: collapse;
+    width: 100%;
+}
+
+td, th {
+    border: 1px solid #fff;
+    padding: 5px 12px;
+    vertical-align: top;
+}
+
+td { background: #E6E9F5; }
+td dl { margin: 0; }
+td dl dl { margin: 1em 0; }
+td pre:first-child { margin-top: 0; }
+
+th {
+    background: #D2D7E6;/*#97A0BF*/
+    border-bottom: none;
+    border-top: none;
+    color: #000;/*#FFF1D5*/
+    font-family: 'Trebuchet MS', sans-serif;
+    font-weight: bold;
+    line-height: 1.3;
+    white-space: nowrap;
+}
+
+
+/* -- Layout and Content ---------------------------------------------------- */
+#doc {
+    margin: auto;
+    min-width: 1024px;
+}
+
+.content { padding: 0 20px 0 25px; }
+
+.sidebar {
+    padding: 0 15px 0 10px;
+}
+#bd {
+    padding: 7px 0 130px;
+    position: relative;
+    width: 99%;
+}
+
+/* -- Table of Contents ----------------------------------------------------- */
+
+/* The #toc id refers to the single global table of contents, while the .toc
+   class refers to generic TOC lists that could be used throughout the page. */
+
+.toc code, .toc kbd, .toc samp { font-size: 100%; }
+.toc li { font-weight: bold; }
+.toc li li { font-weight: normal; }
+
+/* -- Intro and Example Boxes ----------------------------------------------- */
+
+.intro, .example { margin-bottom: 2em; }
+.example {
+    -moz-border-radius: 4px;
+    -webkit-border-radius: 4px;
+    border-radius: 4px;
+    -moz-box-shadow: 0 0 5px #bfbfbf;
+    -webkit-box-shadow: 0 0 5px #bfbfbf;
+    box-shadow: 0 0 5px #bfbfbf;
+    padding: 0.5em 0.5em 0.5em 0.5em;
+    background-color: #EFF2FA;
+}
+.intro {
+    background: none repeat scroll 0 0 #F0F1F8; border: 1px solid #D4D8EB; padding: 0 1em;
+}
+
+.example h4{
+    margin:0.0em 0 0.0em;
+}
+
+.example p {
+    margin:0.3em 0;
+}
+
+
+/* -- Other Styles ---------------------------------------------------------- */
+
+/* These are probably YUI-specific, and should be moved out of Selleck's default
+   theme. */
+
+.button {
+    border: 1px solid #dadada;
+    -moz-border-radius: 3px;
+    -webkit-border-radius: 3px;
+    border-radius: 3px;
+    color: #444;
+    display: inline-block;
+    font-family: Helvetica, Arial, sans-serif;
+    font-size: 92.308%;
+    font-weight: bold;
+    padding: 4px 13px 3px;
+    -moz-text-shadow: 1px 1px 0 #fff;
+    -webkit-text-shadow: 1px 1px 0 #fff;
+    text-shadow: 1px 1px 0 #fff;
+    white-space: nowrap;
+
+    background: #EFEFEF; /* old browsers */
+    background: -moz-linear-gradient(top, #f5f5f5 0%, #efefef 50%, #e5e5e5 51%, #dfdfdf 100%); /* firefox */
+    background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#f5f5f5), color-stop(50%,#efefef), color-stop(51%,#e5e5e5), color-stop(100%,#dfdfdf)); /* webkit */
+    filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#dfdfdf',GradientType=0 ); /* ie */
+}
+
+.button:hover {
+    border-color: #466899;
+    color: #fff;
+    text-decoration: none;
+    -moz-text-shadow: 1px 1px 0 #222;
+    -webkit-text-shadow: 1px 1px 0 #222;
+    text-shadow: 1px 1px 0 #222;
+
+    background: #6396D8; /* old browsers */
+    background: -moz-linear-gradient(top, #6396D8 0%, #5A83BC 50%, #547AB7 51%, #466899 100%); /* firefox */
+    background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#6396D8), color-stop(50%,#5A83BC), color-stop(51%,#547AB7), color-stop(100%,#466899)); /* webkit */
+    filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#6396D8', endColorstr='#466899',GradientType=0 ); /* ie */
+}
+
+.newwindow { text-align: center; }
+
+.header .version em {
+    display: block;
+    text-align: right;
+}
+
+.header .version form {
+    display: block;
+    text-align: right;
+}
+
+
+#classdocs .item {
+    border-bottom: 1px solid #466899;
+    margin: 1em 0;
+    padding: 1.5em;
+}
+
+.params, .returns{
+    font-size:11px;
+}
+
+.returns-description p{
+    margin:0 0 0.6em 0;
+}
+
+#classdocs .item .params p,
+    #classdocs .item .returns p,{
+    display: inline;
+}
+
+#classdocs .item em code, #classdocs .item em.comment {
+    color: green;
+}
+
+#classdocs .item em.comment a {
+    color: green;
+    text-decoration: underline;
+}
+
+#classdocs .foundat {
+    font-size: 11px;
+    font-style: normal;
+}
+
+.attrs .emits {
+    margin-left: 2em;
+    padding: .5em;
+    border-left: 1px dashed #ccc;
+}
+
+abbr {
+    border-bottom: 1px dashed #ccc;
+    font-size: 80%;
+    cursor: help;
+}
+
+.prettyprint li.L0, 
+.prettyprint li.L1, 
+.prettyprint li.L2, 
+.prettyprint li.L3, 
+.prettyprint li.L5, 
+.prettyprint li.L6, 
+.prettyprint li.L7, 
+.prettyprint li.L8 {
+    list-style: decimal;
+}
+
+ul li p {
+    margin-top: 0;
+}
+
+.method .name {
+    font-size: 110%;
+}
+
+.apidocs .methods .extends .method,
+.apidocs .properties .extends .property,
+.apidocs .attrs .extends .attr,
+.apidocs .events .extends .event {
+    font-weight: bold;
+}
+
+.apidocs .methods .extends .inherited,
+.apidocs .properties .extends .inherited,
+.apidocs .attrs .extends .inherited,
+.apidocs .events .extends .inherited {
+    font-weight: normal;
+}
+
+#hd {
+    background: whiteSmoke;
+    background: -moz-linear-gradient(top,#DCDBD9 0,#F6F5F3 100%);
+    background: -webkit-gradient(linear,left top,left bottom,color-stop(0%,#DCDBD9),color-stop(100%,#F6F5F3));
+    filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#dcdbd9',endColorstr='#F6F5F3',GradientType=0);
+    border-bottom: 1px solid #DFDFDF;
+    padding: 0 15px 1px 20px;
+    margin-bottom: 15px;
+}
+
+#hd img {
+    margin-right: 10px;
+    vertical-align: middle;
+}
+
+
+/* -- API Docs CSS ---------------------------------------------------------- */
+
+/*
+This file is organized so that more generic styles are nearer the top, and more
+specific styles are nearer the bottom of the file. This allows us to take full
+advantage of the cascade to avoid redundant style rules. Please respect this
+convention when making changes.
+*/
+
+/* -- Generic TabView styles ------------------------------------------------ */
+
+/*
+These styles apply to all API doc tabviews. To change styles only for a
+specific tabview, see the other sections below.
+*/
+
+.yui3-js-enabled .apidocs .tabview {
+    visibility: visible; /* Hide until the TabView finishes rendering. */
+    _visibility: visible;
+}
+
+.apidocs .tabview.yui3-tabview-content { visibility: visible; }
+.apidocs .tabview .yui3-tabview-panel { background: #fff; }
+
+/* -- Generic Content Styles ------------------------------------------------ */
+
+/* Headings */
+h2, h3, h4, h5, h6 {
+    border: none;
+    color: #30418C;
+    font-weight: bold;
+    text-decoration: none;
+}
+
+.link-docs {
+    float: right;
+    font-size: 15px;
+    margin: 4px 4px 6px;
+    padding: 6px 30px 5px;
+}
+
+.apidocs { zoom: 1; }
+
+/* Generic box styles. */
+.apidocs .box {
+    border: 1px solid;
+    border-radius: 3px;
+    margin: 1em 0;
+    padding: 0 1em;
+}
+
+/* A flag is a compact, capsule-like indicator of some kind. It's used to
+   indicate private and protected items, item return types, etc. in an
+   attractive and unobtrusive way. */
+.apidocs .flag {
+    background: #bababa;
+    border-radius: 3px;
+    color: #fff;
+    font-size: 11px;
+    margin: 0 0.5em;
+    padding: 2px 4px 1px;
+}
+
+/* Class/module metadata such as "Uses", "Extends", "Defined in", etc. */
+.apidocs .meta {
+    background: #f9f9f9;
+    border-color: #efefef;
+    color: #555;
+    font-size: 11px;
+    padding: 3px 6px;
+}
+
+.apidocs .meta p { margin: 0; }
+
+/* Deprecation warning. */
+.apidocs .box.deprecated,
+.apidocs .flag.deprecated {
+    background: #fdac9f;
+    border: 1px solid #fd7775;
+}
+
+.apidocs .box.deprecated p { margin: 0.5em 0; }
+.apidocs .flag.deprecated { color: #333; }
+
+/* Module/Class intro description. */
+.apidocs .intro {
+    background: #f0f1f8;
+    border-color: #d4d8eb;
+}
+
+/* Loading spinners. */
+#bd.loading .apidocs,
+#api-list.loading .yui3-tabview-panel {
+    background: #fff url(../img/spinner.gif) no-repeat center 70px;
+    min-height: 150px;
+}
+
+#bd.loading .apidocs .content,
+#api-list.loading .yui3-tabview-panel .apis {
+    display: none;
+}
+
+.apidocs .no-visible-items { color: #666; }
+
+/* Generic inline list. */
+.apidocs ul.inline {
+    display: inline;
+    list-style: none;
+    margin: 0;
+    padding: 0;
+}
+
+.apidocs ul.inline li { display: inline; }
+
+/* Comma-separated list. */
+.apidocs ul.commas li:after { content: ','; }
+.apidocs ul.commas li:last-child:after { content: ''; }
+
+/* Keyboard shortcuts. */
+kbd .cmd { font-family: Monaco, Helvetica; }
+
+/* -- Generic Access Level styles ------------------------------------------- */
+.apidocs .item.protected,
+.apidocs .item.private,
+.apidocs .index-item.protected,
+.apidocs .index-item.deprecated,
+.apidocs .index-item.private {
+    display: none;
+}
+
+.show-deprecated .item.deprecated,
+.show-deprecated .index-item.deprecated,
+.show-protected .item.protected,
+.show-protected .index-item.protected,
+.show-private .item.private,
+.show-private .index-item.private {
+    display: block;
+}
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+    right: 1.5em;
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+
+/*#api-options label { margin-right: 0.6em; }*/
+
+/* -- API list -------------------------------------------------------------- */
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+    *zoom: 1;
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+
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+
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+    _border: none;
+    _display: inline;
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+
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+    background: #E8EDFC;
+    background: -moz-linear-gradient(top, #e8edfc 0%, #becef7 100%);
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+
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+
+#advertising{
+    text-align: center;
+    background-color: #e4e9f6;
+    padding: 5px 0 5px 0;
+}
+
+#advertising img{
+    border:1px solid black;
+}
+
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+    display: block;
+    margin: 5px auto 5px auto;
+    margin-right: auto;
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+
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+    margin-top:8px;
+}
+
+#support td{
+    background:none;
+    border:none;
+    padding:0px;
+}
+
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+
+
+    
+        Redirector
+        
+    
+    
+        Click here to redirect
+    
+
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diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html
new file mode 100644
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--- /dev/null
+++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html
@@ -0,0 +1,793 @@
+
+
+
+    
+    LTBezierPath
+    
+    
+    
+    
+    
+    
+    
+    
+
+
+
+
+
+
+

- Developed by Dented Pixel
+
+
+ API Docs for: LeanTween 2.50
+ + + + + +
+

Support LeanTween!

+ +
+
+ + + + + + + +
+
+
+ +

Maintaining and adding new features takes time, your support is appreciated.

+
+
+ + +
+
+ Show: + + + + + + + +
+ +
+
+
+

LTBezierPath Class

+
+ + +
+ Defined in: LeanTween.cs:2944 +
+ + +
+ + +
+

Manually animate along a bezier path with this class

+ +
+ +
+

Constructor

+
+

LTBezierPath

+ +
+ (
    +
  • + pts +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:2944 +

+ + + +
+ +
+ +
+ +
+

Parameters:

+ +
    +
  • + pts + Vector3 Array + + +
    +

    A set of points that define one or many bezier paths (the paths should be passed in multiples of 4, which correspond to each individual bezier curve)
    + It goes in the order: startPoint,endControl,startControl,endPoint - Note: the control for the end and start are reversed! This is just a quirk of the API.
    +

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

LTBezierPath ltPath = new LTBezierPath( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,1f,0f)} );

+ LeanTween.move(lt, ltPath.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
+ Vector3 pt = ltPath.point( 0.6f ); // retrieve a point along the path

+ +
+
+
+
+ +
+ + +
+
+

Item Index

+ +
+

Methods

+ + +
+ +
+

Properties

+ + +
+ + +
+ +
+

Methods

+ +
+

place

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3043 +

+ + + +
+ +
+ Place an object along a certain point on the path (facing the direction perpendicular to the path) +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.place( transform, 0.6f );

+ +
+
+
+
+

place

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
  • + rotation:Vector3 +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3057 +

+ + + +
+ +
+ Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
  • + rotation:Vector3 + Vector3 + + +
    +

    the direction in which to place the transform ex: Vector3.up

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.place( transform, 0.6f, Vector3.left );

+ +
+
+
+
+

placeLocal

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3075 +

+ + + +
+ +
+ Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.placeLocal( transform, 0.6f );

+ +
+
+
+
+

placeLocal

+ +
+ (
    +
  • + transform:Transform +
  • +
  • + ratio:float +
  • +
  • + rotation:Vector3 +
  • +
) +
+ + + + + + + + +
+

+ Defined in + LeanTween.cs:3088 +

+ + + +
+ +
+ Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space +
+ +
+

Parameters:

+ +
    +
  • + transform:Transform + Transform + + +
    +

    the transform of the object you wish to place along the path

    + +
    + +
  • +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
  • + rotation:Vector3 + Vector3 + + +
    +

    the direction in which to place the transform ex: Vector3.up

    + +
    + +
  • +
+
+ + +
+

Example:

+ +
+

ltPath.placeLocal( transform, 0.6f, Vector3.left );

+ +
+
+
+
+

point

+ +
+ (
    +
  • + ratio:float +
  • +
) +
+ + + Vector3 + + + + + + + + +
+

+ Defined in + LeanTween.cs:3004 +

+ + + +
+ +
+ Retrieve a point along a path +
+ +
+

Parameters:

+ +
    +
  • + ratio:float + Float + + +
    +

    ratio of the point along the path you wish to receive (0-1)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ Vector3: +

Vector3 position of the point along the path

+ +
+
+ +
+

Example:

+ +
+

transform.position = ltPath.point( 0.6f );

+ +
+
+
+
+

ratioAtPoint

+ +
+ (
    +
  • + point:Vector3 +
  • +
) +
+ + + Float + + + + + + + + +
+

+ Defined in + LeanTween.cs:3125 +

+ + + +
+ +
+ Retrieve the closest ratio near the point +
+ +
+

Parameters:

+ +
    +
  • + point:Vector3 + Vector3 + + +
    +

    given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ Float: +

float of ratio along the path

+ +
+
+ +
+

Example:

+ +
+

ratioIter = ltBezier.ratioAtPoint( transform.position );

+ +
+
+
+
+ +
+

Properties

+ +
+

distance distance of the path (in unity units)

+ Float + + + + + +
+

+ Defined in + LeanTween.cs:2995 +

+ + +
+ +
+ +
+ + + +
+
+ + +
+
+
+
+
+
+
+
+ + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html.meta new file mode 100644 index 0000000..98d07aa --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTBezierPath.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f7b721e4275c14b53a73241b9d0b256f diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html new file mode 100644 index 0000000..d8875f0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html @@ -0,0 +1,2942 @@ + + + + + LTDescr + + + + + + + + + + + +
+
+
+

- Developed by Dented Pixel
+
+
+ API Docs for: LeanTween 2.50
+ + + + + +
+

Support LeanTween!

+ +
+
+ + + + + + + +
+
+
+ +

Maintaining and adding new features takes time, your support is appreciated.

+
+
+ + +
+
+ Show: + + + + + + + +
+ +
+
+
+

LTDescr Class

+
+ + +
+ Defined in: LTDescr.cs:5 +
+ + +
+ + +
+

Internal Representation of a Tween
+
+ This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).

+ Optional Parameters are passed at the end of every method:
+
+   Example:
+   LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
+
+ You can pass the optional parameters in any order, and chain on as many as you wish.
+ You can also pass parameters at a later time by saving a reference to what is returned.
+
+ Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
+
+   

Example:

+   int id = LeanTween.moveX(gameObject, 1f, 3f).id;

+
  // pause a specific tween
+   LeanTween.pause(id);
+
  // resume later
+   LeanTween.resume(id);
+
  // check if it is tweening before kicking of a new tween
+   if( LeanTween.isTweening( id ) ){
+       LeanTween.cancel( id );
+       LeanTween.moveZ(gameObject, 10f, 3f);
+   }
+
+ +
+

Constructor

+
+

LTDescr

+ + () + + + + + + + + +
+

+ Defined in + LTDescr.cs:5 +

+ + + +
+ +
+ +
+ + + +
+
+ +
+ + +
+
+

Item Index

+ +
+

Methods

+ + +
+ + + +
+ +
+

Methods

+ +
+

pause

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1183 +

+ + + +
+ +
+

Pause a tween

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+
+

resume

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1198 +

+ + + +
+ +
+

Resume a paused tween

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+
+

setAxis

+ +
+ (
    +
  • + axis +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1210 +

+ + + +
+ +
+

Set Axis optional axis for tweens where it is relevant

+ +
+ +
+

Parameters:

+ +
    +
  • + axis + Vector3 + + +
    +

    either the tween rotates around, or the direction it faces in the case of setOrientToPath

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

+ +
+
+
+
+

setDelay

+ +
+ (
    +
  • + float +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1224 +

+ + + +
+ +
+

Delay the start of a tween

+ +
+ +
+

Parameters:

+ +
    +
  • + float + Float + + +
    +

    time The time to complete the tween in

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );

+ +
+
+
+
+

setDirection

+ +
+ (
    +
  • + direction:float +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:2260 +

+ + + +
+ +
+

Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)

+ +
+ +
+

Parameters:

+ +
    +
  • + direction:float + Float + + +
    +

    the direction that the tween should run, -1f for backwards 1f for forwards

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);

+ +
+
+
+
+

setEase

+ +
+ (
    +
  • + easeType:LeanTweenType +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1239 +

+ + + +
+ +
+

Set the type of easing used for the tween.

+ +
+ +
+

Parameters:

+ +
    +
  • + easeType:LeanTweenType + LeanTweenType + + +
    +

    the easing type to use

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

+ +
+
+
+
+

setEase (AnimationCurve)

+ +
+ (
    +
  • + easeDefinition:AnimationCurve +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1689 +

+ + + +
+ +
+

Set the type of easing used for the tween with a custom curve.

+ +
+ +
+

Parameters:

+ +
    +
  • + easeDefinition:AnimationCurve + AnimationCurve + + +
    +

    an AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

+ +
+
+
+
+

setFrom

+ +
+ (
    +
  • + from:Vector3 +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1730 +

+ + + +
+ +
+

Set the beginning of the tween

+ +
+ +
+

Parameters:

+ +
    +
  • + from:Vector3 + Vector3 + + +
    +

    the point you would like the tween to start at

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );

+ +
+
+
+
+

setIgnoreTimeScale

+ +
+ (
    +
  • + useUnScaledTime:bool +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1849 +

+ + + +
+ +
+

Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down)

+ +
+ +
+

Parameters:

+ +
    +
  • + useUnScaledTime:bool + Bool + + +
    +

    whether to use the unscaled time or not

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );

+ +
+
+
+
+

setLoopClamp

+ +
+ (
    +
  • + loops:int +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1898 +

+ + + +
+ +
+

When the animation gets to the end it starts back at where it began

+ +
+ +
+

Parameters:

+ +
    +
  • + loops:int + Int + + +
    +

    (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );

+ +
+
+
+
+

setLoopOnce

+ + () + + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1889 +

+ + + +
+ +
+

No looping involved, just run once (the default)

+ +
+ + +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();

+ +
+
+
+
+

setLoopPingPong

+ +
+ (
    +
  • + loops:int +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1917 +

+ + + +
+ +
+

When the animation gets to the end it then tweens back to where it started (and on, and on)

+ +
+ +
+

Parameters:

+ +
    +
  • + loops:int + Int + + +
    +

    (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once.

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );

+ +
+
+
+
+

setOnComplete

+ +
+ (
    +
  • + onComplete:Action +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1937 +

+ + + +
+ +
+

Have a method called when the tween finishes

+ +
+ +
+

Parameters:

+ +
    +
  • + onComplete:Action + Action + + +
    +

    the method that should be called when the tween is finished ex: tweenFinished(){ }

    + +
    + +
  • +
+
+ +
+

Returns:

+ +
+ LTDescr: +

LTDescr an object that distinguishes the tween

+ +
+
+ +
+

Example:

+ +
+

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );

+ +
+
+
+
+

setOnComplete (object)

+ +
+ (
    +
  • + onComplete:Action<object> +
  • +
) +
+ + + LTDescr + + + + + + + + +
+

+ Defined in + LTDescr.cs:1951 +

+ + + +
+ +
+

Have a method called when the tween finishes

+ +
+ +
+

Parameters:

+ +
    +
  • + onComplete:Action<object> + Action + + +
    +

    the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }

    + +
    + + + + + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    object tweenFinishedObj = "hi" as object; + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished, tweenFinishedObj );

    + +
    +
    + +
    +

    setOnCompleteOnRepeat

    + +
    + (
      +
    • + isOn:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2198 +

    + + + +
    + +
    +

    Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + isOn:bool + Bool + + +
      +

      does call onComplete on every loop cycle

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);

    + +
    +
    +
    +
    +

    setOnCompleteOnStart

    + +
    + (
      +
    • + isOn:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2211 +

    + + + +
    + +
    +

    Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + isOn:bool + Bool + + +
      +

      does call onComplete at the start of the tween

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject, 2f, ()=>{
    // Flash an object 5 times +  LeanTween.alpha(gameObject, 0f, 1f);
    +  LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
    + }).setOnCompleteOnStart(true).setRepeat(5);

    + +
    +
    +
    +
    +

    setOnCompleteParam

    + +
    + (
      +
    • + onComplete:object +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1973 +

    + + + +
    + +
    +

    Pass an object to along with the onComplete Function

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onComplete:object + Object + + +
      +

      an object that

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );

    + void enterMiniGameStart( object val ){
    +  object[] arr = (object [])val;
    +  int lvl = int.Parse((string)arr[0]);
    + }

    + +
    +
    +
    +
    +

    setOnStart

    + +
    + (
      +
    • + onStart:Action<> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2244 +

    + + + +
    + +
    +

    Have a method called when the tween starts

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onStart:Action<> + Action<> + + +
      +

      the method that should be called when the tween is starting ex: tweenStarted( ){ }

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    C#:
    + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); + Javascript:
    + LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );

    + +
    +
    +
    +
    +

    setOnUpdate

    + +
    + (
      +
    • + onUpdate:Action<float> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1992 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<float> + Action + + +
      +

      a method that will be called on every frame with the float value of the tweened object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    +
    + void tweenMoved( float val ){ }

    + +
    +
    +
    +
    +

    setOnUpdate (object)

    + +
    + (
      +
    • + onUpdate:Action<float,object> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2054 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value and a object)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<float,object> + Action + + +
      +

      a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    +
    + void tweenMoved( float val, object obj ){ }

    + +
    +
    +
    +
    +

    setOnUpdate (Vector3)

    + +
    + (
      +
    • + onUpdate:Action<Vector3> +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2088 +

    + + + +
    + +
    +

    Have a method called on each frame that the tween is being animated (passes a float value)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdate:Action<Vector3> + Action + + +
      +

      a method that will be called on every frame with the float value of the tweened object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    +
    + void tweenMoved( Vector3 val ){ }

    + +
    +
    +
    +
    +

    setOnUpdateParam

    + +
    + (
      +
    • + onUpdateParam:object +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2108 +

    + + + +
    + +
    +

    Have an object passed along with the onUpdate method

    + +
    + +
    +

    Parameters:

    + +
      +
    • + onUpdateParam:object + Object + + +
      +

      an object that will be passed along with the onUpdate method

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    +
    + void tweenMoved( float val, object obj ){ }

    + +
    +
    +
    +
    +

    setOrientToPath

    + +
    + (
      +
    • + doesOrient:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2123 +

    + + + +
    + +
    +

    While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

    + +
    + +
    +

    Parameters:

    + +
      +
    • + doesOrient:bool + Bool + + +
      +

      whether the gameobject will orient to the path it is animating along

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

    + +
    +
    +
    +
    +

    setOrientToPath2d

    + +
    + (
      +
    • + doesOrient:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2142 +

    + + + +
    + +
    +

    While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

    + +
    + +
    +

    Parameters:

    + +
      +
    • + doesOrient:bool + Bool + + +
      +

      whether the gameobject will orient to the path it is animating along

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);

    + +
    +
    +
    +
    +

    setOvershoot

    + +
    + (
      +
    • + overshoot:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1650 +

    + + + +
    + +
    +

    Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + overshoot:float + Float + + +
      +

      how far past the destination it will go before settling in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);

    + +
    +
    +
    +
    +

    setPassed

    + +
    + (
      +
    • + passedTime:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1770 +

    + + + +
    + +
    +

    Set the point of time the tween will start in

    + +
    + +
    +

    Parameters:

    + +
      +
    • + passedTime:float + Float + + +
      +

      the length of time in seconds the tween will start in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + // Later
    + LTDescr descr = description( tweenId );
    + descr.setPassed( 1f );

    + +
    +
    +
    +
    +

    setPeriod

    + +
    + (
      +
    • + period:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1663 +

    + + + +
    + +
    +

    Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + period:float + Float + + +
      +

      how short the iterations are that the tween will animate at (default 0.3f)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);

    + +
    +
    +
    +
    +

    setPoint

    + +
    + (
      +
    • + point:Vector3 +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2175 +

    + + + +
    + +
    +

    Set the point at which the GameObject will be rotated around

    + +
    + +
    +

    Parameters:

    + +
      +
    • + point:Vector3 + Vector3 + + +
      +

      point at which you want the object to rotate around (local space)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );

    + +
    +
    +
    +
    +

    setRecursive

    + +
    + (
      +
    • + useRecursion:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:2292 +

    + + + +
    + +
    +

    Set whether or not the tween will recursively effect an objects children in the hierarchy

    + +
    + +
    +

    Parameters:

    + +
      +
    • + useRecursion:bool + Bool + + +
      +

      whether the tween will recursively effect an objects children in the hierarchy

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);

    + +
    +
    +
    +
    +

    setRepeat

    + +
    + (
      +
    • + repeatNum:int +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1819 +

    + + + +
    + +
    +

    Set the tween to repeat a number of times.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + repeatNum:int + Int + + +
      +

      the number of times to repeat the tween. -1 to repeat infinite times

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();

    + +
    +
    +
    +
    +

    setScale

    + +
    + (
      +
    • + scale:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1676 +

    + + + +
    + +
    +

    Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + scale:float + Float + + +
      +

      how much the ease will be multiplied by (default 1f)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);

    + +
    +
    +
    +
    +

    setSpeed

    + +
    + (
      +
    • + speed:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1804 +

    + + + +
    + +
    +

    Set the finish time of the tween

    + +
    + +
    +

    Parameters:

    + +
      +
    • + speed:float + Float + + +
      +

      the speed in unity units per second you wish the object to travel (overrides the given time)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set

    + +
    +
    +
    +
    +

    setTime

    + +
    + (
      +
    • + finishTime:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1786 +

    + + + +
    + +
    +

    Set the finish time of the tween

    + +
    + +
    +

    Parameters:

    + +
      +
    • + finishTime:float + Float + + +
      +

      the length of time in seconds you wish the tween to complete in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + // Later
    + LTDescr descr = description( tweenId );
    + descr.setTime( 1f );

    + +
    +
    +
    +
    +

    setTo

    + +
    + (
      +
    • + to:Vector3 +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1704 +

    + + + +
    + +
    +

    Set the end that the GameObject is tweening towards

    + +
    + +
    +

    Parameters:

    + +
      +
    • + to:Vector3 + Vector3 + + +
      +

      point at which you want the tween to reach

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );
    + // Later your want to change your destination or your destiation is constantly moving
    + descr.setTo( new Vector3(5f,10f,3f) );

    + +
    +
    +
    +
    +

    setUseFrames

    + +
    + (
      +
    • + useFrames:bool +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:1863 +

    + + + +
    + +
    +

    Use frames when tweening an object, when you don't want the animation to be time-frame independent...

    + +
    + +
    +

    Parameters:

    + +
      +
    • + useFrames:bool + Bool + + +
      +

      whether to use estimated time or not

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );

    + +
    +
    +
    +
    +

    updateNow

    + + () + + + LTDescr + + + + + + + + +
    +

    + Defined in + LTDescr.cs:948 +

    + + + +
    + +
    +

    If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method

    + +
    + + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject, 5f, 0f ).updateNow();

    + +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html.meta new file mode 100644 index 0000000..bbd5916 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTDescr.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 728d9c45462a9409f8b8be1447f59e94 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html new file mode 100644 index 0000000..7b10d11 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html @@ -0,0 +1,239 @@ + + + + + LTEvent + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTEvent Class

    +
    + + +
    + Defined in: LeanTween.cs:3835 +
    + + +
    + + +
    +

    Object that describes the event to an event listener

    + +
    + +
    +

    Constructor

    +
    +

    LTEvent

    + +
    + (
      +
    • + data:object +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3835 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + data:object + Object + + +
      +

      Data that has been passed from the dispatchEvent method

      + +
      + +
    • +
    +
    + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + + + + +
    + + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html.meta new file mode 100644 index 0000000..7dd3032 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTEvent.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2b8203605b4454b009a6fc1e269a8d50 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html new file mode 100644 index 0000000..65d4b00 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html @@ -0,0 +1,361 @@ + + + + + LTRect + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTRect Class

    +
    + + +
    + Defined in: LeanTween.cs:3593 +
    + + +
    + + +
    +

    Animate GUI Elements by creating this object and passing the *.rect variable to the GUI method

    + Example Javascript:
    var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 );
    + function OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }
    +
    + Example C#:
    + LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f );
    + void OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }

    + +
    + +
    +

    Constructor

    +
    +

    LTRect

    + +
    + (
      +
    • + x:float +
    • +
    • + y:float +
    • +
    • + width:float +
    • +
    • + height:float +
    • +
    • + alpha:float +
    • +
    • + rotation:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3593 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + x:float + Float + + +
      +

      X location

      + +
      + +
    • +
    • + y:float + Float + + +
      +

      Y location

      + +
      + +
    • +
    • + width:float + Float + + +
      +

      Width

      + +
      + +
    • +
    • + height:float + Float + + +
      +

      Height

      + +
      + +
    • +
    • + alpha:float + Float + + +
      +

      (Optional) initial alpha amount (0-1)

      + +
      + +
    • +
    • + rotation:float + Float + + +
      +

      (Optional) initial rotation in degrees (0-360)

      + +
      + +
    • +
    +
    + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Properties

    + + +
    + + +
    + + +
    +

    Properties

    + +
    +

    rect

    + Rect rect:Rect Rect object that controls the positioning and size + + + + + +
    +

    + Defined in + LeanTween.cs:3620 +

    + + +
    + +
    +

    Pass this value to the GUI Methods

    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html.meta new file mode 100644 index 0000000..feec8d2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTRect.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b7ee5979c5f5f428d9c8735d84e09421 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html new file mode 100644 index 0000000..2c65e03 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html @@ -0,0 +1,536 @@ + + + + + LTSeq + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTSeq Class

    +
    + + +
    + Defined in: LTSeq.cs:5 +
    + + +
    + + +
    +

    Internal Representation of a Sequence
    +
    +   

    Example:

    + var seq = LeanTween.sequence();
    + seq.append(1f); // delay everything one second
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append( (object obj) => { // fire event after tween
    +  var dict = obj as Dictionary<string,string>;
    +  Debug.Log("We are done now obj value:"+dict["hi"]);
    + }, new Dictionary<string,string>(){ {"hi","sup"} } );

    + +
    + +
    +

    Constructor

    +
    +

    LTSeq

    + + () + + + + + + + + +
    +

    + Defined in + LTSeq.cs:5 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    add (method(object))

    + +
    + (
      +
    • + callback:System.Action +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:130 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + callback:System.Action + System.Action + + +
      +

      method you want to be called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append((object obj) => { // fire event after tween +  var dict = obj as Dictionary<string,string>; +  Debug.Log("We are done now obj value:"+dict["hi"]); +  }, new Dictionary<string,string>(){ {"hi","sup"} } );

    + +
    +
    +
    +
    +

    add (tween)

    + + () + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:164 +

    + + + +
    + +
    +

    Retrieve a sequencer object where you can easily chain together tweens and methods one after another

    + +
    + + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween
    + seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween

    + +
    +
    +
    +
    +

    append (delay)

    + +
    + (
      +
    • + delay:float +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:94 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + delay:float + Float + + +
      +

      amount of time to add to the sequence

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTDescr an object that distinguishes the tween + var seq = LeanTween.sequence();
    + seq.append(1f); // delay everything one second
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween

    + +
    +
    + +
    +
    +

    append (method)

    + +
    + (
      +
    • + callback:System.Action +
    • +
    ) +
    + + + LTSeq + + + + + + + + +
    +

    + Defined in + LTSeq.cs:109 +

    + + + +
    + +
    +

    Add a time delay to the sequence

    + +
    + +
    +

    Parameters:

    + +
      +
    • + callback:System.Action + System.Action + + +
      +

      method you want to be called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.append( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.append( () => { // fire event after tween
    +  Debug.Log("We are done now");
    + });;

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html.meta new file mode 100644 index 0000000..5581cf4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSeq.html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c2208e3213ef84ee28cb1745e7eb9b26 +timeCreated: 1488755637 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html new file mode 100644 index 0000000..3d47800 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html @@ -0,0 +1,798 @@ + + + + + LTSpline + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LTSpline Class

    +
    + + +
    + Defined in: LeanTween.cs:3155 +
    + + +
    + + +
    +

    Animate along a set of points that need to be in the format: controlPoint, point1, point2.... pointLast, endControlPoint

    Move a GameObject to a certain location

    + +
    + +
    +

    Constructor

    +
    +

    LTSpline

    + +
    + (
      +
    • + pts +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3155 +

    + + + +
    + +
    + +
    + +
    +

    Parameters:

    + +
      +
    • + pts + Vector3 Array + + +
      +

      A set of points that define the points the path will pass through (starting with starting control point, and ending with a control point)
      + Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value.

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LTSpline ltSpline = new LTSpline( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(0f,0f,0f), new Vector3(0f,0.5f,0f), new Vector3(1f,1f,0f), new Vector3(1f,1f,0f)} );

    + LeanTween.moveSpline(lt, ltSpline.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    + Vector3 pt = ltSpline.point( 0.6f ); // retrieve a point along the path

    + +
    +
    +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + + +
    + +
    +

    Methods

    + +
    +

    place

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3373 +

    + + + +
    + +
    +

    Place an object along a certain point on the path (facing the direction perpendicular to the path)

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.place( transform, 0.6f );

    + +
    +
    +
    +
    +

    place

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    • + rotation:Vector3 +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3386 +

    + + + +
    + +
    +

    Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    • + rotation:Vector3 + Vector3 + + +
      +

      the direction in which to place the transform ex: Vector3.up

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.place( transform, 0.6f, Vector3.left );

    + +
    +
    +
    +
    +

    placeLocal

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3405 +

    + + + +
    + +
    +

    Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.placeLocal( transform, 0.6f );

    + +
    +
    +
    +
    +

    placeLocal

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + ratio:float +
    • +
    • + rotation:Vector3 +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3418 +

    + + + +
    + +
    +

    Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform of the object you wish to place along the path

      + +
      + +
    • +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    • + rotation:Vector3 + Vector3 + + +
      +

      the direction in which to place the transform ex: Vector3.up

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    ltPath.placeLocal( transform, 0.6f, Vector3.left );

    + +
    +
    +
    +
    +

    point

    + +
    + (
      +
    • + ratio:float +
    • +
    ) +
    + + + Vector3 + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3332 +

    + + + +
    + +
    +

    Retrieve a point along a path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + ratio:float + Float + + +
      +

      ratio of the point along the path you wish to receive (0-1)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + Vector3: +

    Vector3 position of the point along the path

    + +
    +
    + +
    +

    Example:

    + +
    +

    transform.position = ltSpline.point( 0.6f );

    + +
    +
    +
    +
    +

    ratioAtPoint

    + +
    + (
      +
    • + point:Vector3 +
    • +
    ) +
    + + + Float + + + + + + + + +
    +

    + Defined in + LeanTween.cs:3308 +

    + + + +
    + +
    +

    Retrieve a point along a path

    Move a GameObject to a certain location

    + +
    + +
    +

    Parameters:

    + +
      +
    • + point:Vector3 + Vector3 + + +
      +

      given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1)

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + Float: +

    float of ratio along the path

    + +
    +
    + +
    +

    Example:

    + +
    +

    ratioIter = ltSpline.ratioAtPoint( transform.position );

    + +
    +
    +
    +
    + +
    +

    Properties

    + +
    +

    distance distance of the spline (in unity units)

    + Float + + + + + +
    +

    + Defined in + LeanTween.cs:3171 +

    + + +
    + +
    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html.meta new file mode 100644 index 0000000..49235af --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LTSpline.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1adcbb4b77b884a4fb75bde98799d037 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html new file mode 100644 index 0000000..3be0f1e --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html @@ -0,0 +1,334 @@ + + + + + LeanAudio + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanAudio Class

    +
    + + +
    + Defined in: LeanAudio.cs:30 +
    + + +
    + + +
    +

    Create Audio dynamically and easily playback

    + +
    + +
    +

    Constructor

    +
    +

    LeanAudio

    + + () + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:30 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    createAudio

    + +
    + (
      +
    • + volumeCurve:AnimationCurve +
    • +
    • + frequencyCurve:AnimationCurve +
    • +
    • + options:LeanAudioOptions +
    • +
    ) +
    + + + AudioClip + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:65 +

    + + + +
    + +
    +

    Create dynamic audio from a set of Animation Curves and other options.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + volumeCurve:AnimationCurve + AnimationCurve + + +
      +

      describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here.

      + +
      + +
    • +
    • + frequencyCurve:AnimationCurve + AnimationCurve + + +
      +

      describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller)

      + +
      + +
    • +
    • + options:LeanAudioOptions + LeanAudioOptions + + +
      +

      You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See LeanAudioOptions for more details.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + AudioClip: +

    AudioClip of the procedurally generated audio

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html.meta new file mode 100644 index 0000000..c466510 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudio.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ddb683830b7524ebb8b302202c645c65 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html new file mode 100644 index 0000000..55c279c --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html @@ -0,0 +1,385 @@ + + + + + LeanAudioOptions + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanAudioOptions Class

    +
    + + +
    + Defined in: LeanAudio.cs:316 +
    + + +
    + + +
    +

    Pass in options to LeanAudio

    + +
    + +
    +

    Constructor

    +
    +

    LeanAudioOptions

    + + () + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:316 +

    + + + +
    + +
    + +
    + + + +
    +
    + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    setFrequency

    + +
    + (
      +
    • + frequencyRate:int +
    • +
    ) +
    + + + LeanAudioOptions + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:343 +

    + + + +
    + +
    +

    Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound).

    + +
    + +
    +

    Parameters:

    + +
      +
    • + frequencyRate:int + Int + + +
      +

      of the frequency you wish to encode the AudioClip at

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LeanAudioOptions: +

    LeanAudioOptions describing optional values

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );

    + +
    +
    +
    +
    +

    setVibrato

    + +
    + (
      +
    • + vibratoArray:Vector3[] +
    • +
    ) +
    + + + LeanAudioOptions + + + + + + + + +
    +

    + Defined in + LeanAudio.cs:359 +

    + + + +
    + +
    +

    Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + vibratoArray:Vector3[] + Vector3 + + +
      +

      The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LeanAudioOptions: +

    LeanAudioOptions describing optional values

    + +
    +
    + +
    +

    Example:

    + +
    +

    AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html.meta new file mode 100644 index 0000000..fcb8d15 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanAudioOptions.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ff952359765254c20b97874f5949c0d7 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html new file mode 100644 index 0000000..750d2af --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html @@ -0,0 +1,1960 @@ + + + + + LeanSmooth + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanSmooth Class

    +
    + + +
    + Defined in: LeanSmooth.cs:5 +
    + + +
    + + +
    +

    Use these smooth methods to move one value towards another

    + Example:
    fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
    + fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
    + fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
    + Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);

    + +
    + + +
    + + +
    + + +
    +

    Methods

    + +
    +

    LeanSmooth.bounceOut (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:338 +

    + + + +
    + +
    + Moves one color towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Color + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n + Debug.Log("current:" + fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.bounceOut (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:268 +

    + + + +
    + +
    + Moves one value towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.bounceOut (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamping] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:312 +

    + + + +
    + +
    + Moves one value towards another (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Vector3 + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamping] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (Color)

    + +
    + (
      +
    • + current:Color +
    • +
    • + target:Color +
    • +
    • + currentVelocity:Color +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:83 +

    + + + +
    + +
    + Moves one color value towards another color (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:Color + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:Color + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:Color + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:18 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.damp (Vector3)

    + +
    + (
      +
    • + current:Vector3 +
    • +
    • + target:Vector3 +
    • +
    • + currentVelocity:Vector3 +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:60 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + current:Vector3 + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:Vector3 + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:Vector3 + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:246 +

    + + + +
    + +
    + Moves one color towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:193 +

    + + + +
    + +
    + Moves one value towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.linear (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + moveSpeed:float +
    • +
    • + deltaTime:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:225 +

    + + + +
    + +
    + Moves one value towards another (at a constant speed) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      the speed at which to move towards the target

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (Color)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:167 +

    + + + +
    + +
    + Moves one color towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Color + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Color + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Color + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + Debug.Log("current:"+fromColor);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (float)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:107 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Float + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Float + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Float + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n + Debug.Log("current:"+followVar);

    + +
    +
    +
    +
    +

    LeanSmooth.spring (Vector3)

    + +
    + (
      +
    • + current:float +
    • +
    • + target:float +
    • +
    • + currentVelocity:float +
    • +
    • + smoothTime:float +
    • +
    • + maxSpeed:float +
    • +
    • + deltaTime:float +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanSmooth.cs:142 +

    + + + +
    + +
    + Moves one value towards another (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + current:float + Vector3 + + +
      +

      the current value

      + +
      + +
    • +
    • + target:float + Vector3 + + +
      +

      the value we are trying to reach

      + +
      + +
    • +
    • + currentVelocity:float + Vector3 + + +
      +

      the current velocity of the value

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + maxSpeed:float + Float + + +
      +

      the top speed you want the value to move at (defaults to unlimited -1f)

      + +
      + +
    • +
    • + deltaTime:float + Float + + +
      +

      the difference in time since the method was called (defaults to Time.deltaTime)

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + Debug.Log("current:"+transform.position);

    + +
    +
    +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html.meta new file mode 100644 index 0000000..9926ada --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanSmooth.html.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: e988e3f0c183c44c29adbd5e82d6fd87 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html new file mode 100644 index 0000000..bd8d465 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html @@ -0,0 +1,8123 @@ + + + + + LeanTween + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanTween Class

    +
    + + +
    + Defined in: LeanTween.cs:223 +
    + + +
    + + +
    +

    LeanTween is an efficient tweening engine for Unity3d

    + Index of All Methods | Optional Paramaters that can be passed

    + Optional Parameters are passed at the end of every method
    +
    + Example:
    + LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +
    + You can pass the optional parameters in any order, and chain on as many as you wish!

    + You can also modify this tween later, just save the unique id of the tween.
    +

    Example:

    + int id = LeanTween.moveX(gameObject, 1f, 1f).id;
    + LTDescr d = LeanTween.descr( id );

    + if(d!=null){ // if the tween has already finished it will return null
    +    // change some parameters
    +    d.setOnComplete( onCompleteFunc ).setEase( LeanTweenType.easeInOutBack );
    + }

    + +
    + + +
    + + +
    +
    +

    Item Index

    + +
    +

    Methods

    + + +
    + + + +
    + +
    +

    Methods

    + +
    +

    LeanTween.addListener

    + +
    + (
      +
    • + caller:GameObject +
    • +
    • + eventId:int +
    • +
    • + callback:System.Action<LTEvent> +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2743 +

    + + + +
    + +
    +

    Add a listener method to be called when the appropriate LeanTween.dispatchEvent is called

    + +
    + +
    +

    Parameters:

    + +
      +
    • + caller:GameObject + GameObject + + +
      +

      the gameObject the listener is attached to

      + +
      + +
    • +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + callback:System.Action<LTEvent> + System.Action + + +
      +

      the method to call when the event has been dispatched

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    +
    + void jumpUp( LTEvent e ){ Debug.Log("jump!"); }

    + +
    +
    +
    +
    +

    LeanTween.alpha

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1090 +

    + + + +
    + +
    + Fade a gameobject's material to a certain alpha value. +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject, 1f, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alpha

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1111 +

    + + + +
    + +
    + Fade a GUI Object +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      LTRect that you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(ltRect, 1f, 1f) .setEase(LeanTweenType.easeInCirc);

    + +
    +
    +
    +
    +

    LeanTween.alpha (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2089 +

    + + + +
    + +
    + Alpha an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alpha(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alpha (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2103 +

    + + + +
    + +
    + Change the Color of an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.color(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.alphaCanvas

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1147 +

    + + + +
    + +
    + Fade a Unity UI Canvas Group +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform that the CanvasGroup is attached to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alphaCanvas(gameObject.GetComponent<RectTransform>(), 0f, 1f) .setLoopPingPong();

    + +
    +
    +
    +
    +

    LeanTween.alphaText

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1129 +

    + + + +
    + +
    + Fade a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform associated with the Text Component you wish to fade

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      the final alpha value (0-1)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.alphaText(gameObject.GetComponent<RectTransform>(), 1f, 1f) .setEase(LeanTweenType.easeInCirc);

    + +
    +
    +
    +
    +

    LeanTween.alphaVertex

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1163 +

    + + + +
    + +
    + This works by tweening the vertex colors directly +
    + Vertex-based coloring is useful because you avoid making a copy of your + object's material for each instance that needs a different color.
    +
    + A shader that supports vertex colors is required for it to work + (for example the shaders in Mobile/Particles/) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to alpha

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The alpha value you wish to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to delay before calling the function

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.cancel

    + +
    + (
      +
    • + id:int +
    • +
    • + callOnComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:588 +

    + + + +
    + +
    + Cancel a specific tween with the provided id +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      unique id that represents that tween

      + +
      + +
    • +
    • + callOnComplete:bool + Bool + + +
      +

      (optional) whether to call the onComplete method before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).id;
    + LeanTween.cancel( id );

    + +
    +
    +
    +
    +

    LeanTween.cancel

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:523 +

    + + + +
    + +
    + Cancel all tweens that are currently targeting the gameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject whose tweens you wish to cancel

      + +
      + +
    • +
    • + callOnComplete:bool + Bool + + +
      +

      (optional) whether to call the onComplete method before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f);
    + LeanTween.cancel( gameObject );

    + +
    +
    +
    +
    +

    LeanTween.cancelAll

    + +
    + (
      +
    • + callComplete:bool +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:501 +

    + + + +
    + +
    + Cancels all tweens +
    + +
    +

    Parameters:

    + +
      +
    • + callComplete:bool + Bool + + +
      +

      (optional) if true, then the all onCompletes will run before canceling

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.cancelAll(true);

    + +
    +
    +
    +
    +

    LeanTween.color

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1182 +

    + + + +
    + +
    + Change a gameobject's material to a certain color value +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to change the color

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      the final color value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.color(gameObject, Color.yellow, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.colorText

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1203 +

    + + + +
    + +
    + Change the color a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform attached to the Text Component whose color you want to change

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      the final alpha value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time with which to fade the object

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.colorText(gameObject.GetComponent<RectTransform>(), Color.yellow, 1f) .setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.delayedCall

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1222 +

    + + + +
    + +
    + Call a method after a specified amount of time +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to associate with this delayed call

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      delay The time you wish to pass before the method is called

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.delayedCall(gameObject, 1f, ()=>{
    Debug.Log("I am called one second later!");
    }));

    + +
    +
    +
    +
    +

    LeanTween.descr

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:631 +

    + + + +
    + +
    + Retrieve a tweens LTDescr object to modify +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      unique id that represents that tween

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod ).id;

    +
    // later I want decide I want to change onComplete method
    + LTDescr descr = LeanTween.descr( id );
    + if(descr!=null) // if the tween has already finished it will come back null
    +   descr.setOnComplete( newMethod );
    +
    +
    +
    +
    +

    LeanTween.descriptions

    + +
    + (
      +
    • + id:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:665 +

    + + + +
    + +
    + Retrieve a tweens LTDescr object(s) to modify +
    + +
    +

    Parameters:

    + +
      +
    • + id:GameObject + GameObject + + +
      +

      object whose tween descriptions you want to retrieve

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod );

    +
    // later I want decide I want to change onComplete method
    + LTDescr[] descr = LeanTween.descriptions( gameObject );
    + if(descr.Length>0) // make sure there is a valid description for this target
    +   descr[0].setOnComplete( newMethod );// in this case we only ever expect there to be one tween on this object
    +
    +
    +
    +
    +

    LeanTween.dispatchEvent

    + +
    + (
      +
    • + eventId:int +
    • +
    • + data:object +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2838 +

    + + + +
    + +
    +

    Tell the added listeners that you are dispatching the event

    + +
    + +
    +

    Parameters:

    + +
      +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + data:object + Object + + +
      +

      Pass data to the listener, access it from the listener with *.data on the LTEvent object

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.dispatchEvent( (int)MyEvents.JUMP, transform );
    +
    + void jumpUp( LTEvent e ){
    +   Transform tran = (Transform)e.data;
    + }

    + +
    +
    +
    +
    +

    LeanTween.dispatchEvent

    + +
    + (
      +
    • + eventId:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2827 +

    + + + +
    + +
    +

    Tell the added listeners that you are dispatching the event

    + +
    + +
    +

    Parameters:

    + +
      +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.dispatchEvent( (int)MyEvents.JUMP );

    + +
    +
    +
    +
    +

    LeanTween.followBounceOut

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    • + [hitDamp] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2597 +

    + + + +
    + +
    + Follow another transforms position/scale/color (with an ease that bounces back some when it reaches it's destination) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    • + [hitDamp] + Float + optional + + +
      +

      :float the rate at which to dampen the bounciness of when it reaches it's destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followBounceOut(transform, followTransform, LeanProp.localY, 1.1f);

    + +
    +
    +
    +
    +

    LeanTween.followDamp

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2461 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a damp transition (eases in and out to destination with no overshoot) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followDamp(transform, followTransform, LeanProp.localY, 1.1f);

    + +
    +
    +
    +
    +

    LeanTween.followLinear

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + moveSpeed:float +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2666 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a constant speed +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + moveSpeed:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followLinear(transform, followTransform, LeanProp.localY, 50f);

    + +
    +
    +
    +
    +

    LeanTween.followSpring

    + +
    + (
      +
    • + transform:Transform +
    • +
    • + transform:Transform +
    • +
    • + leanProp:LeanProp +
    • +
    • + smoothTime:float +
    • +
    • + [maxSpeed] +
    • +
    • + [friction] +
    • +
    • + [accelRate] +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2528 +

    + + + +
    + +
    + Follow another transforms position/scale/color with a springy transition (eases in and out to destination with possible overshoot bounciness) +
    + +
    +

    Parameters:

    + +
      +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to be the follower

      + +
      + +
    • +
    • + transform:Transform + Transform + + +
      +

      the transform you wish to follow

      + +
      + +
    • +
    • + leanProp:LeanProp + LeanProp + + +
      +

      enum of the type of following you wish to do position, scale, color, etc.

      + +
      + +
    • +
    • + smoothTime:float + Float + + +
      +

      roughly the time it takes to reach the destination

      + +
      + +
    • +
    • + [maxSpeed] + Float + optional + + +
      +

      :float maximum speed at which it moves towards the destination

      + +
      + +
    • +
    • + [friction] + Float + optional + + +
      +

      :float rate at which the spring is slowed down once it reaches it's destination

      + +
      + +
    • +
    • + [accelRate] + Float + optional + + +
      +

      :float the rate it accelerates from it's initial position

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.followSpring(transform, followTransform, LeanProp.localY);

    + +
    +
    +
    +
    +

    LeanTween.init

    + +
    + (
      +
    • + maxSimultaneousTweens:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:309 +

    + + + +
    + +
    +

    This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective.

    This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective.

    + +
    + +
    +

    Parameters:

    + +
      +
    • + maxSimultaneousTweens:int + Integer + + +
      +

      The maximum number of tweens you will use, make sure you don't go over this limit, otherwise the code will throw an error

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.init( 800 );

    + +
    +
    +
    +
    +

    LeanTween.isPaused

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:789 +

    + + + +
    + +
    + Test whether or not a tween is paused on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject that you want to test if it is paused

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.isPaused

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:820 +

    + + + +
    + +
    + Test whether or not a tween is paused or not +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + GameObject + + +
      +

      id of the tween that you want to test if it is paused

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + LeanTween.pause(gameObject);
    + if(LeanTween.isPaused( id ))
    +      Debug.Log("I am paused!");

    + +
    +
    +
    +
    +

    LeanTween.isTweening

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:844 +

    + + + +
    + +
    + Test whether or not a tween is active on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject that you want to test if it is tweening

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.isTweening

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:870 +

    + + + +
    + +
    + Test whether or not a tween is active or not +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + GameObject + + +
      +

      id of the tween that you want to test if it is tweening

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + if(LeanTween.isTweening( id ))
    +      Debug.Log("I am tweening!");

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + destination:Transform +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1493 +

    + + + +
    + +
    + Move a GameObject to another transform +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + destination:Transform + Transform + + +
      +

      Transform whose position the tween will finally end on

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject, anotherTransform, 2.0f) .setEase( LeanTweenType.easeOutQuad );

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1274 +

    + + + +
    + +
    + Move a GameObject along a set of bezier curves +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: Point1,Handle2,Handle1,Point2,...

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.move(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.move(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);;

    + +
    +
    +
    +
    +

    LeanTween.move

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1256 +

    + + + +
    + +
    + Move a GameObject to a certain location +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      to The final positin with which to move to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject, new Vector3(0f,-3f,5f), 2.0f) .setEase( LeanTweenType.easeOutQuad );

    + +
    +
    +
    +
    +

    LeanTween.move (GUI)

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + vec:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1375 +

    + + + +
    + +
    + Move a GUI Element to a certain location +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      ltRect LTRect object that you wish to move

      + +
      + +
    • +
    • + vec:Vector2 + Vector2 + + +
      +

      to The final position with which to move to (pixel coordinates)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.move (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1957 +

    + + + +
    + +
    + Move a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.move(gameObject.GetComponent<RectTransform>(), new Vector3(200f,-100f,0f), 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveLocal

    + +
    + (
      +
    • + GameObject +
    • +
    • + Vector3 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1431 +

    + + + +
    + +
    + Move a GameObject to a certain location relative to the parent transform. +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to rotate

      + +
      + +
    • +
    • + Vector3 + Vector3 + + +
      +

      to The final positin with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1444 +

    + + + +
    + +
    + Move a GameObject along a set of bezier curves, in local space +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: Point1,Handle1,Handle2,Point2,...

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveLocal(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveLocal(gameObject, new Vector3[]{Vector3(0f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,1f)}).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSpline

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + spline:LTSpline +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1333 +

    + + + +
    + +
    + Move a GameObject through a set of points +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + spline:LTSpline + LTSpline + + +
      +

      pass a pre-existing LTSpline for the object to move along

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, ltSpline, 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveSpline(gameObject, ltSpline, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSpline

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1312 +

    + + + +
    + +
    + Move a GameObject through a set of points +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd
      Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value.

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveSplineLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + path:Vector3[] +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1354 +

    + + + +
    + +
    + Move a GameObject through a set of points, in local space +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to move

      + +
      + +
    • +
    • + path:Vector3[] + Vector3 + + +
      +

      A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Javascript:
    + LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + C#:
    + LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + +
    +
    +
    +
    +

    LeanTween.moveX

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1392 +

    + + + +
    + +
    + Move a GameObject along the x-axis +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveX (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1971 +

    + + + +
    + +
    + Move a RectTransform object affecting x-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveX(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveY

    + +
    + (
      +
    • + GameObject +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1405 +

    + + + +
    + +
    + Move a GameObject along the y-axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveY (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1985 +

    + + + +
    + +
    + Move a RectTransform object affecting y-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final y location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveY(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.moveZ

    + +
    + (
      +
    • + GameObject +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1418 +

    + + + +
    + +
    + Move a GameObject along the z-axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to move

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The final position with which to move to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the move in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.moveZ (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1999 +

    + + + +
    + +
    + Move a RectTransform object affecting z-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...)n +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x location with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.moveZ(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.pause

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:712 +

    + + + +
    + +
    + Pause all tweens for a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject whose tweens you want to pause

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.pause

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:693 +

    + + + +
    + +
    + Pause all tweens for a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      Id of the tween you want to pause

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + LeanTween.pause( id );
    + // Later....
    + LeanTween.resume( id );

    + +
    +
    +
    +
    +

    LeanTween.pauseAll

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:727 +

    + + + +
    + +
    + Pause all active tweens +
    + + + +
    +
    +

    LeanTween.play

    + +
    + (
      +
    • + rectTransform:RectTransform +
    • +
    • + sprites:Sprite[] +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1023 +

    + + + +
    + +
    + Play a sequence of images on a Unity UI Object +
    + +
    +

    Parameters:

    + +
      +
    • + rectTransform:RectTransform + RectTransform + + +
      +

      RectTransform that you want to play the sequence of sprites on

      + +
      + +
    • +
    • + sprites:Sprite[] + Sprite + + +
      +

      Sequence of sprites to be played

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.play(gameObject.GetComponent<RectTransform>(), sprites).setLoopPingPong();

    + +
    +
    +
    +
    +

    LeanTween.removeListener

    + +
    + (
      +
    • + caller:GameObject +
    • +
    • + eventId:int +
    • +
    • + callback:System.Action<LTEvent> +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2800 +

    + + + +
    + +
    +

    Remove an event listener you have added

    + +
    + +
    +

    Parameters:

    + +
      +
    • + caller:GameObject + GameObject + + +
      +

      the gameObject the listener is attached to

      + +
      + +
    • +
    • + eventId:int + Int + + +
      +

      a unique int that describes the event (best to use an enum)

      + +
      + +
    • +
    • + callback:System.Action<LTEvent> + System.Action + + +
      +

      the method that was specified to call when the event has been dispatched

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    LeanTween.removeListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    +
    + void jumpUp( LTEvent e ){ }

    + +
    +
    +
    +
    +

    LeanTween.resume

    + +
    + (
      +
    • + id:int +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:756 +

    + + + +
    + +
    + Resume a specific tween +
    + +
    +

    Parameters:

    + +
      +
    • + id:int + Int + + +
      +

      Id of the tween you want to resume

      + +
      + +
    • +
    +
    + + +
    +

    Example:

    + +
    +

    int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + LeanTween.pause( id );
    + // Later....
    + LeanTween.resume( id );

    + +
    +
    +
    +
    +

    LeanTween.resume

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    ) +
    + + + + + + + + +
    +

    + Defined in + LeanTween.cs:775 +

    + + + +
    + +
    + Resume all the tweens on a GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      GameObject whose tweens you want to resume

      + +
      + +
    • +
    +
    + + +
    +
    +

    LeanTween.resumeAll

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:739 +

    + + + +
    + +
    + Resume all active tweens +
    + + + +
    +
    +

    LeanTween.rotate

    + +
    + (
      +
    • + GameObject +
    • +
    • + Vector3 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1507 +

    + + + +
    + +
    + Rotate a GameObject, to values are in passed in degrees +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to rotate

      + +
      + +
    • +
    • + Vector3 + Vector3 + + +
      +

      to The final rotation with which to rotate to

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotate(cube, new Vector3(180f,30f,0f), 1.5f);

    + +
    +
    +
    +
    +

    LeanTween.rotate

    + +
    + (
      +
    • + ltRect:LTRect +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    • + optional:Array +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1522 +

    + + + +
    + +
    + Rotate a GUI element (using an LTRect object), to a value that is in degrees +
    + +
    +

    Parameters:

    + +
      +
    • + ltRect:LTRect + LTRect + + +
      +

      LTRect that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final rotation with which to rotate to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    • + optional:Array + Array + + +
      +

      Object Array where you can pass optional items.

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    if(GUI.Button(buttonRect.rect, "Rotate"))
    + LeanTween.rotate( buttonRect4, 150.0f, 1.0f).setEase(LeanTweenType.easeOutElastic);
    + GUI.matrix = Matrix4x4.identity;

    + +
    +
    +
    +
    +

    LeanTween.rotate (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2013 +

    + + + +
    + +
    + Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotate(gameObject.GetComponent<RectTransform>(), 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateAround

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + degrees:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1592 +

    + + + +
    + +
    + Rotate a GameObject around a certain Axis (the best method to use when you want to rotate beyond 180 degrees) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      axis in which to rotate around ex: Vector3.up

      + +
      + +
    • +
    • + degrees:float + Float + + +
      +

      the degrees in which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example:
    + LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f );

    + +
    +
    +
    +
    +

    LeanTween.rotateAround (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + axis:Vector3 +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2031 +

    + + + +
    + +
    + Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + axis:Vector3 + Vector3 + + +
      +

      The axis in which to rotate the RectTransform (Vector3.forward is most commonly used)

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotateAround(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateAroundLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + degrees:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1609 +

    + + + +
    + +
    + Rotate a GameObject around a certain Axis in Local Space (the best method to use when you want to rotate beyond 180 degrees) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      axis in which to rotate around ex: Vector3.up

      + +
      + +
    • +
    • + degrees:float + Float + + +
      +

      the degrees in which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example:
    + LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f );

    + +
    +
    +
    +
    +

    LeanTween.rotateAroundLocal (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + axis:Vector3 +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2046 +

    + + + +
    + +
    + Rotate a RectTransform object around it's local axis (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + axis:Vector3 + Vector3 + + +
      +

      The local axis in which to rotate the RectTransform (Vector3.forward is most commonly used)

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The degree with which to rotate the RectTransform

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.rotateAroundLocal(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.rotateLocal

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1540 +

    + + + +
    + +
    + Rotate a GameObject in the objects local space (on the transforms localEulerAngles object) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final rotation with which to rotate to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateX

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1553 +

    + + + +
    + +
    +

    Rotate a GameObject only on the X axis

    Rotate a GameObject only on the X axis

    + +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final x-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateY

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1566 +

    + + + +
    + +
    + Rotate a GameObject only on the Y axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final y-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.rotateZ

    + +
    + (
      +
    • + GameObject +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1579 +

    + + + +
    + +
    + Rotate a GameObject only on the Z axis +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      Gameobject that you wish to rotate

      + +
      + +
    • +
    • + to:float + Float + + +
      +

      The final z-axis rotation with which to rotate

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the rotation in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scale

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + vec:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1626 +

    + + + +
    + +
    + Scale a GameObject to a certain size +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      gameObject Gameobject that you wish to scale

      + +
      + +
    • +
    • + vec:Vector3 + Vector3 + + +
      +

      to The size with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scale (GUI)

    + +
    + (
      +
    • + LTRect +
    • +
    • + Vector2 +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1639 +

    + + + +
    + +
    + Scale a GUI Element to a certain width and height +
    + +
    +

    Parameters:

    + +
      +
    • + LTRect + LTRect + + +
      +

      ltRect LTRect object that you wish to move

      + +
      + +
    • +
    • + Vector2 + Vector2 + + +
      +

      to The final width and height to scale to (pixel based)

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 ).setEase(LeanTweenType.easeOutBounce);
    + function OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }
    +
    + Example C#:
    + LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f ).setEase(LeanTweenType.easeOutBounce);
    + void OnGUI(){
    +   if(GUI.Button(bRect.rect, "Scale")){ }
    + }

    + +
    +
    +
    +
    +

    LeanTween.scale (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2061 +

    + + + +
    + +
    + Scale a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to (localScale)

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.scale(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().localScale*2f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.scaleX

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1666 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the x-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scaleY

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1679 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the y-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.scaleZ

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + scaleTo:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1692 +

    + + + +
    + +
    + Scale a GameObject to a certain size along the z-axis only +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to scale

      + +
      + +
    • +
    • + scaleTo:float + Float + + +
      +

      the size with which to scale to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      the time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.sequence

    + + () + + + LTSeq + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1041 +

    + + + +
    + +
    + Retrieve a sequencer object where you can easily chain together tweens and methods one after another +
    + + +
    +

    Returns:

    + +
    + LTSeq: +

    LTSeq an object that you can add tweens, methods and time on to

    + +
    +
    + +
    +

    Example:

    + +
    +

    var seq = LeanTween.sequence();
    + seq.add(1f); // delay everything one second
    + seq.add( () => { // fire an event before start
    +  Debug.Log("I have started");
    + });
    + seq.add( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + seq.add( () => { // fire event after tween
    +  Debug.Log("We are done now");
    + });;

    + +
    +
    +
    +
    +

    LeanTween.size (RectTransform)

    + +
    + (
      +
    • + rectTrans:RectTransform +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:2075 +

    + + + +
    + +
    + Change the sizeDelta of a RectTransform object (used in Unity Canvas, for Buttons, Panel, Scrollbar, etc...) +
    + +
    +

    Parameters:

    + +
      +
    • + rectTrans:RectTransform + RectTransform + + +
      +

      RectTransform that you wish to attach the tween to

      + +
      + +
    • +
    • + to:Vector2 + Vector2 + + +
      +

      The final Vector2 the tween will end at for sizeDelta property

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    LeanTween.size(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().sizeDelta*2f, 1f).setDelay(1f);

    + +
    +
    +
    +
    +

    LeanTween.tweensRunning

    + + () + + + + + + + + +
    +

    + Defined in + LeanTween.cs:290 +

    + + + +
    + +
    + Find out how many tweens you have animating at a given time +
    + + + +
    +

    Example:

    + +
    +

    Debug.Log("I have "+LeanTween.tweensRunning+" animating!");

    + +
    +
    +
    +
    +

    LeanTween.value (Color)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdate:Action<Color> +
    • +
    • + Color +
    • +
    • + Color +
    • +
    • + Color +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1867 +

    + + + +
    + +
    + Tween from one color to another +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdate:Action<Color> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a color value ex: function updateValue( Color val ){ }

      + +
      + +
    • +
    • + Color + Color + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + Color + Color + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + Color + Color + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:Color ){
    +   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( Color val ){
    +   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (Color)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Color +
    • +
    • + to:Color +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1780 +

    + + + +
    + +
    +

    Tween any particular value (Color)

    + +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Color + Color + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Color + Color + + +
      +

      The final Color with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( function( val:Color ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( (Color val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:float +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1705 +

    + + + +
    + +
    + Tween any particular value (float) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:float + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:float + Vector3 + + +
      +

      The final float with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( function( val:float ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( (float val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdateRatio:Action<float,float> +
    • +
    • + float +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1839 +

    + + + +
    + +
    + Tweens any float value, it does not need to be tied to any particular type or GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdateRatio:Action<float,float> + Action + + +
      +

      Function that's called every Update frame. It must accept two float values ex: function updateValue( float val, float ratio){ }

      + +
      + +
    • +
    • + float + Float + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:float, ratio:float ){
    +   Debug.Log("tweened value:"+val+" percent complete:"+ratio100);
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( float val, float ratio ){
    +   Debug.Log("tweened value:"+val+" percent complete:"+ratio
    100);
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (float)

    + +
    + (
      +
    • + GameObject +
    • +
    • + callOnUpdate:Action<float> +
    • +
    • + float +
    • +
    • + float +
    • +
    • + float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1811 +

    + + + +
    + +
    + Tween any particular value, it does not need to be tied to any particular type or GameObject +
    + +
    +

    Parameters:

    + +
      +
    • + GameObject + GameObject + + +
      +

      gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject

      + +
      + +
    • +
    • + callOnUpdate:Action<float> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( float val ){ }

      + +
      + +
    • +
    • + float + Float + + +
      +

      from The original value to start the tween from

      + +
      + +
    • +
    • + float + Float + + +
      +

      to The value to end the tween on

      + +
      + +
    • +
    • + float + Float + + +
      +

      time The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + function updateValueExampleCallback( val:float ){
    +   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + }
    +
    + Example C#:
    + LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + void updateValueExampleCallback( float val ){
    +   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + }

    + +
    +
    +
    +
    +

    LeanTween.value (float,object)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<float,object> +
    • +
    • + from:float +
    • +
    • + to:float +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1930 +

    + + + +
    + +
    + Tween any particular value (float) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<float,object> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val, object obj ){ }

      + +
      + +
    • +
    • + from:float + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:float + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.value (Vector2)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<Vector2> +
    • +
    • + from:Vector2 +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1900 +

    + + + +
    + +
    + Tween any particular value (Vector2), this could be used to tween an arbitrary value like offset property +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<Vector2> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ }

      + +
      + +
    • +
    • + from:Vector2 + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector2 + Vector2 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    +

    LeanTween.value (Vector2)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Vector2 +
    • +
    • + to:Vector2 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1732 +

    + + + +
    + +
    + Tween any particular value (Vector2) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Vector2 + Vector2 + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector2 + Vector3 + + +
      +

      The final Vector2 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, new Vector2(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( function( val:Vector2 ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, new Vector3(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( (Vector2 val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (Vector3)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + from:Vector3 +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1756 +

    + + + +
    + +
    + Tween any particular value (Vector3) +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + from:Vector3 + Vector3 + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +

    Example:

    + +
    +

    Example Javascript:
    + LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( function( val:Vector3 ){
    +  Debug.Log("tweened val:"+val);
    + } );
    +
    + Example C#:
    + LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( (Vector3 val)=>{
    +  Debug.Log("tweened val:"+val);
    + } );

    + +
    +
    +
    +
    +

    LeanTween.value (Vector3)

    + +
    + (
      +
    • + gameObject:GameObject +
    • +
    • + callOnUpdate:Action<Vector3> +
    • +
    • + from:Vector3 +
    • +
    • + to:Vector3 +
    • +
    • + time:float +
    • +
    ) +
    + + + LTDescr + + + + + + + + +
    +

    + Defined in + LeanTween.cs:1915 +

    + + + +
    + +
    + Tween any particular value (Vector3), this could be used to tween an arbitrary property that uses a Vector +
    + +
    +

    Parameters:

    + +
      +
    • + gameObject:GameObject + GameObject + + +
      +

      Gameobject that you wish to attach the tween to

      + +
      + +
    • +
    • + callOnUpdate:Action<Vector3> + Action + + +
      +

      The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ }

      + +
      + +
    • +
    • + from:Vector3 + Float + + +
      +

      The original value to start the tween from

      + +
      + +
    • +
    • + to:Vector3 + Vector3 + + +
      +

      The final Vector3 with which to tween to

      + +
      + +
    • +
    • + time:float + Float + + +
      +

      The time to complete the tween in

      + +
      + +
    • +
    +
    + +
    +

    Returns:

    + +
    + LTDescr: +

    LTDescr an object that distinguishes the tween

    + +
    +
    + +
    +
    + + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html.meta new file mode 100644 index 0000000..7a17654 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTween.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: beea01b16f84c4f18a168afa5800b612 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html new file mode 100644 index 0000000..c2ef2f7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html @@ -0,0 +1,1092 @@ + + + + + LeanTweenType + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + +
    +
    +
    +

    LeanTweenType Class

    +
    + + +
    + Defined in: LeanTween.cs:41 +
    + + +
    + + +
    +

    Pass this to the "ease" parameter, to get a different easing behavior

    + Example:
    LeanTween.rotateX(gameObject, 270.0f, 1.5f).setEase(LeanTweenType.easeInBack);

    + +
    + + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Properties

    + + +
    + + +
    + + +
    +

    Properties

    + +
    +

    easeInBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:123 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:114 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:105 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:60 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:132 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:96 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:129 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:120 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:111 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:66 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:138 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:102 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:57 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:75 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:84 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInOutSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:93 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:54 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:69 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:78 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeInSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:87 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutBack

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:126 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutBounce

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:117 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutCirc

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:108 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutCubic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:63 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutElastic

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:135 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutExpo

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:99 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuad

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:51 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuart

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:72 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutQuint

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:81 +

    + + +
    + +
    + +
    + + + +
    +
    +

    easeOutSine

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:90 +

    + + +
    + +
    + +
    + + + +
    +
    +

    linear

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:48 +

    + + +
    + +
    + +
    + + + +
    +
    +

    punch

    + Integer + + + + + +
    +

    + Defined in + LeanTween.cs:141 +

    + + +
    + +
    + +
    + + + +
    +
    + + +
    +
    +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html.meta new file mode 100644 index 0000000..57a6283 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/LeanTweenType.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 85c97d3850f59444cb0751b3bc40b06d diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html new file mode 100644 index 0000000..487fe15 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html @@ -0,0 +1,10 @@ + + + + Redirector + + + + Click here to redirect + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html.meta new file mode 100644 index 0000000..891c717 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/classes/index.html.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a23cc63a765c44c9c82fb33b1ecb455f diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements.meta new file mode 100644 index 0000000..6c785fc --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 932507f3c60bb4fcea847cba753363b8 +folderAsset: yes +timeCreated: 1479470944 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html new file mode 100644 index 0000000..487fe15 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html @@ -0,0 +1,10 @@ + + + + Redirector + + + + Click here to redirect + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html.meta b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html.meta new file mode 100644 index 0000000..b9d37f7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/elements/index.html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f6a53cd107c1f4d5498ea9c736e3a650 +timeCreated: 1479471015 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Documentation/index.html b/GGJ/Assets/Thirdparty/LeanTween/Documentation/index.html new file mode 100644 index 0000000..a4d2c3a --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Documentation/index.html @@ -0,0 +1,167 @@ + + + + + + + + + + + + + + + + +
    +
    +
    +

    - Developed by Dented Pixel
    +
    +
    + API Docs for: LeanTween 2.50
    + + + + + +
    +

    Support LeanTween!

    + +
    +
    + + + + + + + +
    +
    +
    + +

    Maintaining and adding new features takes time, your support is appreciated.

    +
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    + Show: + + + + + + + +
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/dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Editor/LeanTweenDocumentationEditor.cs @@ -0,0 +1,59 @@ +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; + +public class LeanTweenDocumentationEditor : Editor { + + [MenuItem ("Help/LeanTween Documentation")] + static void openDocumentation() + { + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 + // Loops through all items in case the user has moved the default installation directory + string[] guids = AssetDatabase.FindAssets ("LeanTween", null); + string documentationPath = ""; + foreach (string guid in guids){ + string path = AssetDatabase.GUIDToAssetPath(guid); + if(path.IndexOf("classes/LeanTween.html")>=0){ + documentationPath = path; + break; + } + } + documentationPath = documentationPath.Substring(documentationPath.IndexOf("/")); + string browserPath = "file://" + Application.dataPath + documentationPath + "#index"; + Application.OpenURL(browserPath); + + #else + // assumes the default installation directory + string documentationPath = "file://"+Application.dataPath + "/LeanTween/Documentation/classes/LeanTween.html#index"; + Application.OpenURL(documentationPath); + + #endif + } + + [MenuItem ("Help/LeanTween Forum (ask questions)")] + static void openForum() + { + Application.OpenURL("http://forum.unity3d.com/threads/leantween-a-tweening-engine-that-is-up-to-5x-faster-than-competing-engines.161113/"); + } + + [MenuItem ("Help/LeanTween GitHub (contribute code)")] + static void openGit() + { + Application.OpenURL("https://github.com/dentedpixel/LeanTween"); + } + + [MenuItem ("Help/LeanTween Support (donate)")] + static void openLTDonate() + { + Application.OpenURL("https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YJPUT3RAK5VL8"); + } + + [MenuItem ("Help/Dented Pixel News")] + static void openDPNews() + { + Application.OpenURL("http://dentedpixel.com/category/developer-diary/"); + } +} + +#endif \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/LeanTween/Editor/LeanTweenDocumentationEditor.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Editor/LeanTweenDocumentationEditor.cs.meta new file mode 100644 index 0000000..1bcb938 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Editor/LeanTweenDocumentationEditor.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 52fea17a2d56d46afa0d6cb52e2a4335 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples.meta new file mode 100644 index 0000000..b6b1d02 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 486852d399aed440aa95693d95263c16 diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived.meta new file mode 100644 index 0000000..312cf73 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8d71b219a4562400b9fabb60eb51396d +folderAsset: yes +timeCreated: 1460027769 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader new file mode 100644 index 0000000..0115e68 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader @@ -0,0 +1,30 @@ +Shader "Custom/2dUnlitWithFade" { + Properties + { + _Color ("Color Tint", Color) = (1,1,1,1) + _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" + } + + Category + { + Lighting Off + ZWrite Off + //ZWrite On // uncomment if you have problems like the sprite disappear in some rotations. + Cull back + Blend SrcAlpha OneMinusSrcAlpha + //AlphaTest Greater 0.001 // uncomment if you have problems like the sprites or 3d text have white quads instead of alpha pixels. + Tags {Queue=Transparent} + + SubShader + { + Pass + { + SetTexture [_MainTex] + { + ConstantColor [_Color] + Combine Texture * constant + } + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader.meta new file mode 100644 index 0000000..83969be --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/2dUnlitWithFade.shader.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8bce9282b1bfd475284fd2e72b37403c diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg new file mode 100644 index 0000000..c725862 Binary files /dev/null and b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg differ diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg.meta new file mode 100644 index 0000000..c7e10a0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/GrumpyCat.jpeg.meta @@ -0,0 +1,33 @@ +fileFormatVersion: 2 +guid: 6a9d1d221a3c94d83b614d921df0402e +TextureImporter: + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + linearTexture: 1 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + textureFormat: -1 + maxTextureSize: 1024 + textureSettings: + filterMode: -1 + aniso: 1 + mipBias: -1 + wrapMode: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + textureType: 5 + buildTargetSettings: [] diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/OldGUIExamplesCS.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/OldGUIExamplesCS.cs new file mode 100644 index 0000000..64d4a0e --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/OldGUIExamplesCS.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class OldGUIExamplesCS : MonoBehaviour { + public Texture2D grumpy; + public Texture2D beauty; + + private float w; + private float h; + + private LTRect buttonRect1; + private LTRect buttonRect2; + private LTRect buttonRect3; + private LTRect buttonRect4; + private LTRect grumpyRect; + private LTRect beautyTileRect; + + + // Use this for initialization + void Start () { + w = Screen.width; + h = Screen.height; + buttonRect1 = new LTRect(0.10f*w, 0.8f*h, 0.2f*w, 0.14f*h ); + buttonRect2 = new LTRect(1.2f*w, 0.8f*h, 0.2f*w, 0.14f*h ); + buttonRect3 = new LTRect(0.35f*w, 0.0f*h, 0.3f*w, 0.2f*h, 0f ); + buttonRect4 = new LTRect(0.0f*w, 0.4f*h, 0.3f*w, 0.2f*h, 1.0f, 15.0f ); + + grumpyRect = new LTRect(0.5f*w - grumpy.width*0.5f, 0.5f*h - grumpy.height*0.5f, grumpy.width, grumpy.height ); + beautyTileRect = new LTRect(0.0f,0.0f,1.0f,1.0f ); + + LeanTween.move( buttonRect2, new Vector2(0.55f*w, buttonRect2.rect.y), 0.7f ).setEase(LeanTweenType.easeOutQuad); + } + + public void catMoved(){ + Debug.Log("cat moved..."); + } + + // Update is called once per frame + void OnGUI () { + GUI.DrawTexture( grumpyRect.rect, grumpy); + + Rect staticRect = new Rect(0.0f*w, 0.0f*h, 0.2f*w, 0.14f*h); + if(GUI.Button( staticRect, "Move Cat")){ + if(LeanTween.isTweening(grumpyRect)==false){ // Check to see if the cat is already tweening, so it doesn't freak out + Vector2 orig = new Vector2( grumpyRect.rect.x, grumpyRect.rect.y ); + LeanTween.move( grumpyRect, new Vector2( 1.0f*Screen.width - grumpy.width, 0.0f*Screen.height ), 1.0f).setEase(LeanTweenType.easeOutBounce).setOnComplete(catMoved); + LeanTween.move( grumpyRect, orig, 1.0f ).setDelay(1.0f).setEase( LeanTweenType.easeOutBounce); + } + } + + if(GUI.Button(buttonRect1.rect, "Scale Centered")){ + LeanTween.scale( buttonRect1, new Vector2(buttonRect1.rect.width, buttonRect1.rect.height) * 1.2f, 0.25f ).setEase( LeanTweenType.easeOutQuad ); + LeanTween.move( buttonRect1, new Vector2(buttonRect1.rect.x-buttonRect1.rect.width*0.1f, buttonRect1.rect.y-buttonRect1.rect.height*0.1f), 0.25f ).setEase(LeanTweenType.easeOutQuad); + } + + if(GUI.Button(buttonRect2.rect, "Scale")){ + LeanTween.scale( buttonRect2, new Vector2(buttonRect2.rect.width, buttonRect2.rect.height) * 1.2f, 0.25f ).setEase(LeanTweenType.easeOutBounce); + } + + staticRect = new Rect(0.76f*w, 0.53f*h, 0.2f*w, 0.14f*h); + if(GUI.Button( staticRect, "Flip Tile")){ + LeanTween.move( beautyTileRect, new Vector2( 0f, beautyTileRect.rect.y + 1.0f ), 1.0f ).setEase(LeanTweenType.easeOutBounce); + } + + GUI.DrawTextureWithTexCoords( new Rect(0.8f*w, 0.5f*h - beauty.height*0.5f, beauty.width*0.5f, beauty.height*0.5f), beauty, beautyTileRect.rect); + + + if(GUI.Button(buttonRect3.rect, "Alpha")){ + LeanTween.alpha( buttonRect3, 0.0f, 1.0f).setEase(LeanTweenType.easeOutQuad); + LeanTween.alpha( buttonRect3, 1.0f, 1.0f).setDelay(1.0f).setEase( LeanTweenType.easeInQuad); + + LeanTween.alpha( grumpyRect, 0.0f, 1.0f).setEase(LeanTweenType.easeOutQuad); + LeanTween.alpha( grumpyRect, 1.0f, 1.0f).setDelay(1.0f).setEase(LeanTweenType.easeInQuad); + } + GUI.color = new Color(1.0f,1.0f,1.0f,1.0f); // Reset to normal alpha, otherwise other gui elements will be effected + + if(GUI.Button(buttonRect4.rect, "Rotate")){ + LeanTween.rotate( buttonRect4, 150.0f, 1.0f ).setEase(LeanTweenType.easeOutElastic); + LeanTween.rotate( buttonRect4, 0.0f, 1.0f ).setDelay(1.0f).setEase(LeanTweenType.easeOutElastic); + } + GUI.matrix = Matrix4x4.identity; + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/OldGUIExamplesCS.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Archived/OldGUIExamplesCS.cs.meta new file mode 100644 index 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DentedPixel; + +public class TestingPunch : MonoBehaviour { + + public AnimationCurve exportCurve; + public float overShootValue = 1f; + + private LTDescr descr; + + void Start () { + //LeanTween.rotateAround(gameObject, gameObject.transform.rotation.eulerAngles, 360f, 5f).setDelay(1f).setEase(LeanTweenType.easeOutBounce); + Debug.Log( "exported curve:" + curveToString(exportCurve) ); + } + + void Update () + { + LeanTween.dtManual = Time.deltaTime; + if (Input.GetKeyDown(KeyCode.Q)) + { + //LeanTween.scale(this.gameObject, Vector3.one*3f, 1.0f).setEase(LeanTweenType.easeSpring).setUseManualTime(true); + //print("scale punch time independent!"); + + LeanTween.moveLocalX(gameObject, 5, 1).setOnComplete( () => { + Debug.Log("on complete move local X"); + }).setOnCompleteOnStart(true); + + GameObject light = GameObject.Find("DirectionalLight"); + Light lt = light.GetComponent(); + + LeanTween.value(lt.gameObject, lt.intensity, 0.0f, 1.5f) + .setEase(LeanTweenType.linear) + .setLoopPingPong() + .setRepeat(-1) + .setOnUpdate((float val)=>{ + + lt.intensity = val; + }); + } + if (Input.GetKeyDown(KeyCode.S)) + { + print("scale punch!"); + + tweenStatically( this.gameObject ); + + LeanTween.scale(this.gameObject, new Vector3(1.15f, 1.15f, 1.15f), 0.6f); + + LeanTween.rotateAround(this.gameObject, Vector3.forward, -360f, 0.3f).setOnComplete(() => + { + LeanTween.rotateAround(this.gameObject, Vector3.forward, -360f, 0.4f).setOnComplete(() => + { + LeanTween.scale(this.gameObject, new Vector3(1f, 1f, 1f), 0.1f); + + LeanTween.value(this.gameObject, (v) => + { + + }, 0, 1, 0.3f).setDelay(1); + + }); + + }); + + + } + + if (Input.GetKeyDown(KeyCode.T)) + { + Vector3[] pts = new Vector3[] {new Vector3(-1f,0f,0f), new Vector3(0f,0f,0f), new Vector3(4f,0f,0f), new Vector3(20f,0f,0f)}; + descr = LeanTween.move(gameObject, pts, 15f).setOrientToPath(true).setDirection(1f).setOnComplete( ()=>{ + Debug.Log("move path finished"); + }); + } + + if (Input.GetKeyDown(KeyCode.Y)) // Reverse the move path + { + descr.setDirection(-descr.direction); + } + + if (Input.GetKeyDown(KeyCode.R)) + { + // LeanTween.rotate(this.gameObject, Vector3.one, 1.0f).setEase(LeanTweenType.punch); + LeanTween.rotateAroundLocal(this.gameObject, this.transform.forward, -80f, 5.0f).setPoint(new Vector3(1.25f, 0f, 0f)); + print("rotate punch!"); + } + + if (Input.GetKeyDown(KeyCode.M)) + { + // LeanTween.move(this.gameObject, new Vector3(0f,0f,1f), 1.0f).setEase(LeanTweenType.punch); + print("move punch!"); + Time.timeScale = 0.25f; + float start = Time.realtimeSinceStartup; + LeanTween.moveX( this.gameObject, 1f, 1f).setOnComplete( destroyOnComp ).setOnCompleteParam( this.gameObject ).setOnComplete( ()=>{ + float end = Time.realtimeSinceStartup; + float diff = end - start; + Debug.Log("start:"+start+" end:"+end+" diff:"+diff+" x:"+this.gameObject.transform.position.x); + }).setEase(LeanTweenType.easeInBack).setOvershoot( overShootValue ).setPeriod(0.3f); + } + + if (Input.GetKeyDown(KeyCode.C)) + { + LeanTween.color( this.gameObject, new Color(1f, 0f, 0f, 0.5f), 1f); + + Color to = new Color(Random.Range(0f,1f),0f,Random.Range(0f,1f),0.0f); + GameObject l = GameObject.Find("LCharacter"); + LeanTween.color( l, to, 4.0f ).setLoopPingPong(1).setEase(LeanTweenType.easeOutBounce); + } + + if (Input.GetKeyDown(KeyCode.E)) + { + LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true).setOnCompleteParam( "hi" ); + } + + if (Input.GetKeyDown(KeyCode.V)) + { + LeanTween.value( gameObject, updateColor, new Color(1.0f,0.0f,0.0f,1.0f), Color.blue, 4.0f );//.setRepeat(2).setLoopPingPong().setEase(LeanTweenType.easeOutBounce); + } + + if (Input.GetKeyDown(KeyCode.P)) + { + LeanTween.delayedCall(0.05f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} ); + } + + if(Input.GetKeyDown(KeyCode.U)){ + #if !UNITY_FLASH + LeanTween.value(gameObject, (Vector2 val)=>{ + // Debug.Log("tweening vec2 val:"+val); + transform.position = new Vector3(val.x, transform.position.y, transform.position.z); + }, new Vector2(0f,0f), new Vector2(5f,100f), 1f ).setEase(LeanTweenType.easeOutBounce); + + GameObject l = GameObject.Find("LCharacter"); + Debug.Log("x:"+l.transform.position.x+" y:"+l.transform.position.y); + LeanTween.value(l, new Vector2( l.transform.position.x, l.transform.position.y), new Vector2( l.transform.position.x, l.transform.position.y+5), 1f ).setOnUpdate( + (Vector2 val)=>{ + Debug.Log("tweening vec2 val:"+val); + l.transform.position = new Vector3(val.x, val.y, transform.position.z); + } + + ); + #endif + } + } + + static void tweenStatically( GameObject gameObject ){ + Debug.Log("Starting to tween..."); + LeanTween.value(gameObject, (val)=>{ + Debug.Log("tweening val:"+val); + }, 0f, 1f, 1f); + } + + void enterMiniGameStart( object val ){ + object[] arr = (object [])val; + int lvl = int.Parse((string)arr[0]); + Debug.Log("level:"+lvl); + } + + void updateColor( Color c ){ + GameObject l = GameObject.Find("LCharacter"); + // Debug.Log("new col:"+c); + l.GetComponent().material.color = c; + } + + void delayedMethod( object myVal ){ + string castBack = myVal as string; + Debug.Log("delayed call:"+Time.time +" myVal:"+castBack); + } + + void destroyOnComp( object p ){ + GameObject g = (GameObject)p; + Destroy( g ); + } + + string curveToString( AnimationCurve curve) { + string str = ""; + for(int i = 0; i < curve.length; i++){ + str += "new Keyframe("+curve[i].time+"f, "+curve[i].value+"f)"; + if(i().material.color, ref velocityColor, 1.1f); + Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor); + } + + private void moveArrow() + { + LeanTween.moveLocalY(followArrow.gameObject, Random.Range(-100f, 100f), 0f); + + var randomCol = new Color(Random.value, Random.value, Random.value); + LeanTween.color(followArrow.gameObject, randomCol, 0f); + + var randomVal = Random.Range(5f, 10f); + followArrow.localScale = Vector3.one * randomVal; + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/Following.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/Following.cs.meta new file mode 100644 index 0000000..ce17cce --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/Following.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7e619db3c84234f098b8636588c25e4f +timeCreated: 1535223435 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs new file mode 100644 index 0000000..ed81ef3 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs @@ -0,0 +1,60 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralAdvancedTechniques : MonoBehaviour { + + public GameObject avatarRecursive; + public GameObject avatar2dRecursive; + public RectTransform wingPersonPanel; + public RectTransform textField; + + public GameObject avatarMove; + public Transform[] movePts; + public GameObject[] avatarSpeed; + public GameObject[] avatarSpeed2; + + private Vector3[] circleSm = new Vector3[]{ new Vector3(16f,0f,0f), new Vector3(14.56907f,8.009418f,0f), new Vector3(15.96541f,4.638379f,0f), new Vector3(11.31371f,11.31371f,0f), new Vector3(11.31371f,11.31371f,0f), new Vector3(4.638379f,15.96541f,0f), new Vector3(8.009416f,14.56908f,0f), new Vector3(-6.993822E-07f,16f,0f), new Vector3(-6.993822E-07f,16f,0f), new Vector3(-8.009419f,14.56907f,0f), new Vector3(-4.63838f,15.9654f,0f), new Vector3(-11.31371f,11.31371f,0f), new Vector3(-11.31371f,11.31371f,0f), new Vector3(-15.9654f,4.63838f,0f), new Vector3(-14.56908f,8.009415f,0f), new Vector3(-16f,-1.398764E-06f,0f), new Vector3(-16f,-1.398764E-06f,0f), new Vector3(-14.56907f,-8.009418f,0f), new Vector3(-15.9654f,-4.638382f,0f), new Vector3(-11.31371f,-11.31371f,0f), new Vector3(-11.31371f,-11.31371f,0f), new Vector3(-4.638381f,-15.9654f,0f), new Vector3(-8.009413f,-14.56908f,0f), new Vector3(1.907981E-07f,-16f,0f), new Vector3(1.907981E-07f,-16f,0f), new Vector3(8.00942f,-14.56907f,0f), new Vector3(4.638381f,-15.9654f,0f), new Vector3(11.31371f,-11.3137f,0f), new Vector3(11.31371f,-11.3137f,0f), new Vector3(15.96541f,-4.638378f,0f), new Vector3(14.56907f,-8.009418f,0f), new Vector3(16f,2.797529E-06f,0f) }; + private Vector3[] circleLrg = new Vector3[]{ new Vector3(25f,0f,0f), new Vector3(22.76418f,12.51472f,0f), new Vector3(24.94595f,7.247467f,0f), new Vector3(17.67767f,17.67767f,0f), new Vector3(17.67767f,17.67767f,0f), new Vector3(7.247467f,24.94595f,0f), new Vector3(12.51471f,22.76418f,0f), new Vector3(-1.092785E-06f,25f,0f), new Vector3(-1.092785E-06f,25f,0f), new Vector3(-12.51472f,22.76418f,0f), new Vector3(-7.247468f,24.94594f,0f), new Vector3(-17.67767f,17.67767f,0f), new Vector3(-17.67767f,17.67767f,0f), new Vector3(-24.94594f,7.247468f,0f), new Vector3(-22.76418f,12.51471f,0f), new Vector3(-25f,-2.185569E-06f,0f), new Vector3(-25f,-2.185569E-06f,0f), new Vector3(-22.76418f,-12.51472f,0f), new Vector3(-24.94594f,-7.247472f,0f), new Vector3(-17.67767f,-17.67767f,0f), new Vector3(-17.67767f,-17.67767f,0f), new Vector3(-7.247469f,-24.94594f,0f), new Vector3(-12.51471f,-22.76418f,0f), new Vector3(2.98122E-07f,-25f,0f), new Vector3(2.98122E-07f,-25f,0f), new Vector3(12.51472f,-22.76418f,0f), new Vector3(7.24747f,-24.94594f,0f), new Vector3(17.67768f,-17.67766f,0f), new Vector3(17.67768f,-17.67766f,0f), new Vector3(24.94595f,-7.247465f,0f), new Vector3(22.76418f,-12.51472f,0f), new Vector3(25f,4.371139E-06f,0f) }; + + // Use this for initialization + void Start () { + // Recursion - Set a objects value and have it recursively effect it's children + LeanTween.alpha( avatarRecursive, 0f, 1f).setRecursive(true).setLoopPingPong(); + LeanTween.alpha( avatar2dRecursive, 0f, 1f).setRecursive(true).setLoopPingPong(); + LeanTween.alpha( wingPersonPanel, 0f, 1f).setRecursive(true).setLoopPingPong(); + + // Destroy on Complete - + + // Chaining tweens together + + // setOnCompleteOnRepeat + + + // Move to path of transforms that are moving themselves + LeanTween.value( avatarMove, 0f, (float)movePts.Length-1, 5f).setOnUpdate((float val)=>{ + int first = (int)Mathf.Floor(val); + int next = first < movePts.Length-1 ? first + 1 : first; + float diff = val - (float)first; + // Debug.Log("val:"+val+" first:"+first+" next:"+next); + Vector3 diffPos = (movePts[next].position-movePts[first].position); + avatarMove.transform.position = movePts[first].position + diffPos*diff; + }).setEase(LeanTweenType.easeInOutExpo).setLoopPingPong(); + + // move the pts + for(int i = 0; i < movePts.Length; i++) + LeanTween.moveY( movePts[i].gameObject, movePts[i].position.y + 1.5f, 1f).setDelay(((float)i)*0.2f).setLoopPingPong(); + + + // move objects at a constant speed + for(int i = 0; i < avatarSpeed.Length; i++) + LeanTween.moveLocalZ( avatarSpeed[i], (i+1)*5f, 1f).setSpeed(6f).setEase(LeanTweenType.easeInOutExpo).setLoopPingPong(); // any time you set the speed it overrides the time value + + // move around a circle at a constant speed + for(int i = 0; i < avatarSpeed2.Length; i++){ + LeanTween.moveLocal( avatarSpeed2[i], i == 0 ? circleSm : circleLrg, 1f).setSpeed(20f).setRepeat(-1); + } + + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta new file mode 100644 index 0000000..73041c0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralAdvancedTechniques.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4fce1b486cc240c4825b3bfd794e9e0 +timeCreated: 1461150844 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs new file mode 100644 index 0000000..eca7c53 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralBasic : MonoBehaviour { + + public GameObject prefabAvatar; + + void Start () { + // Setup + GameObject avatarRotate = GameObject.Find("AvatarRotate"); + GameObject avatarScale = GameObject.Find("AvatarScale"); + GameObject avatarMove = GameObject.Find("AvatarMove"); + + // Rotate Example + LeanTween.rotateAround( avatarRotate, Vector3.forward, 360f, 5f); + + // Scale Example + LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce); + LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 5f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object + + // Move Example + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(-9f, 0f, 1f), 2f).setEase(LeanTweenType.easeInQuad); + + // Delay + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(-6f, 0f, 1f), 2f).setDelay(3f); + + // Chain properties (delay, easing with a set repeating of type ping pong) + LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setLoopPingPong( 3 ); + + // Call methods after a certain time period + LeanTween.delayedCall(gameObject, 0.2f, advancedExamples); + + } + + // Advanced Examples + // It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides. + + void advancedExamples(){ + LeanTween.delayedCall(gameObject, 14f, ()=>{ + for(int i=0; i < 10; i++){ + // Instantiate Container + GameObject rotator = new GameObject("rotator"+i); + rotator.transform.position = new Vector3(10.2f,2.85f,0f); + + // Instantiate Avatar + GameObject dude = (GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation ); + dude.transform.parent = rotator.transform; + dude.transform.localPosition = new Vector3(0f,1.5f,2.5f*i); + + // Scale, pop-in + dude.transform.localScale = new Vector3(0f,0f,0f); + LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack); + + // Color like the rainbow + float period = LeanTween.tau/10*i; + float red = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f; + float green = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f; + float blue = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f; + Color rainbowColor = new Color(red, green, blue); + LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f); + + // Push into the wheel + LeanTween.moveZ(dude, 0f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete( + ()=>{ + LeanTween.rotateAround(rotator, Vector3.forward, -1080f, 12f); + } + ); + + // Jump Up and back down + LeanTween.moveLocalY(dude,4f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong(1).setEase(LeanTweenType.easeInOutQuad); + + // Alpha Out, and destroy + LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete( + ()=>{ + Destroy( rotator ); // destroying parent as well + } + ); + } + + }).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs.meta new file mode 100644 index 0000000..87e42bb --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasic.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a2605544ab2e14c93a780ca20c108cfe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs new file mode 100644 index 0000000..c4ad274 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs @@ -0,0 +1,102 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralBasics2d : MonoBehaviour { + + public Texture2D dudeTexture; + public GameObject prefabParticles; + + #if !(UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2) + + void Start () { + // Setup + GameObject avatarRotate = createSpriteDude( "avatarRotate", new Vector3(-2.51208f,10.7119f,-14.37754f)); + GameObject avatarScale = createSpriteDude( "avatarScale", new Vector3(2.51208f,10.2119f,-14.37754f)); + GameObject avatarMove = createSpriteDude( "avatarMove", new Vector3(-3.1208f,7.100643f,-14.37754f)); + + // Rotate Example + LeanTween.rotateAround( avatarRotate, Vector3.forward, -360f, 5f); + + // Scale Example + LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce); + LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 1f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object + + // Move Example + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(1.7f, 0f, 0f), 2f).setEase(LeanTweenType.easeInQuad); + + // Delay + LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(2f, -1f, 0f), 2f).setDelay(3f); + + // Chain properties (delay, easing with a set repeating of type ping pong) + LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setLoopPingPong(3); + + // Call methods after a certain time period + LeanTween.delayedCall(gameObject, 0.2f, advancedExamples); + } + + GameObject createSpriteDude( string name, Vector3 pos, bool hasParticles = true ){ + GameObject go = new GameObject(name); + SpriteRenderer ren = go.AddComponent(); + go.GetComponent().color = new Color(0f,181f/255f,1f); + ren.sprite = Sprite.Create( dudeTexture, new Rect(0.0f,0.0f,256.0f,256.0f), new Vector2(0.5f,0f), 256f); + go.transform.position = pos; + + if(hasParticles){ + GameObject particles = (GameObject)GameObject.Instantiate(prefabParticles, Vector3.zero, prefabParticles.transform.rotation ); + particles.transform.parent = go.transform; + particles.transform.localPosition = prefabParticles.transform.position; + } + return go; + } + + // Advanced Examples + // It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides. + + void advancedExamples(){ + LeanTween.delayedCall(gameObject, 14f, ()=>{ + for(int i=0; i < 10; i++){ + // Instantiate Container + GameObject rotator = new GameObject("rotator"+i); + rotator.transform.position = new Vector3(2.71208f,7.100643f,-12.37754f); + + // Instantiate Avatar + GameObject dude = createSpriteDude( "dude"+i, new Vector3(-2.51208f,7.100643f,-14.37754f), false);//(GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation ); + dude.transform.parent = rotator.transform; + dude.transform.localPosition = new Vector3(0f,0.5f,0.5f*i); + + // Scale, pop-in + dude.transform.localScale = new Vector3(0f,0f,0f); + LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack); + + // Color like the rainbow + float period = LeanTween.tau/10*i; + float red = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f; + float green = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f; + float blue = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f; + Color rainbowColor = new Color(red, green, blue); + LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f); + + // Push into the wheel + LeanTween.moveLocalZ(dude, -2f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete( + ()=>{ + LeanTween.rotateAround(rotator, Vector3.forward, -1080f, 12f); + } + ); + + // Jump Up and back down + LeanTween.moveLocalY(dude,1.17f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong(1).setEase(LeanTweenType.easeInOutQuad); + + // Alpha Out, and destroy + LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete( + ()=>{ + Destroy( rotator ); // destroying parent as well + } + ); + } + + }).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly + } + + #endif +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta new file mode 100644 index 0000000..d8c9463 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralBasics2d.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9b39dd70d168b4cbea9a7b8561d9accc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs new file mode 100644 index 0000000..36c19d2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs @@ -0,0 +1,82 @@ +#if !UNITY_FLASH +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralCameraShake : MonoBehaviour { + + private GameObject avatarBig; + private float jumpIter = 9.5f; + private AudioClip boomAudioClip; + + // Use this for initialization + void Start () { + avatarBig = GameObject.Find("AvatarBig"); + + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(8.130963E-06f, 0.06526042f, 0f, -1f), new Keyframe(0.0007692695f, 2.449077f, 9.078861f, 9.078861f), new Keyframe(0.01541314f, 0.9343268f, -40f, -40f), new Keyframe(0.05169491f, 0.03835937f, -0.08621139f, -0.08621139f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003005181f, 0f, 0f), new Keyframe(0.01507768f, 0.002227979f, 0f, 0f)); + boomAudioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} )); + + + bigGuyJump(); + } + + void bigGuyJump(){ + float height = Mathf.PerlinNoise(jumpIter, 0f)*10f; + height = height*height * 0.3f; + // Debug.Log("height:"+height+" jumpIter:"+jumpIter); + + LeanTween.moveY(avatarBig, height, 1f).setEase(LeanTweenType.easeInOutQuad).setOnComplete( ()=>{ + LeanTween.moveY(avatarBig, 0f, 0.27f).setEase(LeanTweenType.easeInQuad).setOnComplete( ()=>{ + LeanTween.cancel(gameObject); + + /************** + * Camera Shake + **************/ + + float shakeAmt = height*0.2f; // the degrees to shake the camera + float shakePeriodTime = 0.42f; // The period of each shake + float dropOffTime = 1.6f; // How long it takes the shaking to settle down to nothing + LTDescr shakeTween = LeanTween.rotateAroundLocal( gameObject, Vector3.right, shakeAmt, shakePeriodTime) + .setEase( LeanTweenType.easeShake ) // this is a special ease that is good for shaking + .setLoopClamp() + .setRepeat(-1); + + // Slow the camera shake down to zero + LeanTween.value(gameObject, shakeAmt, 0f, dropOffTime).setOnUpdate( + (float val)=>{ + shakeTween.setTo(Vector3.right*val); + } + ).setEase(LeanTweenType.easeOutQuad); + + + /******************** + * Shake scene objects + ********************/ + + // Make the boxes jump from the big stomping + GameObject[] boxes = GameObject.FindGameObjectsWithTag("Respawn"); // I just arbitrarily tagged the boxes with this since it was available in the scene + foreach (GameObject box in boxes) { + box.GetComponent().AddForce(Vector3.up * 100 * height); + } + + // Make the lamps spin from the big stomping + GameObject[] lamps = GameObject.FindGameObjectsWithTag("GameController"); // I just arbitrarily tagged the lamps with this since it was available in the scene + foreach (GameObject lamp in lamps) { + float z = lamp.transform.eulerAngles.z; + z = z > 0.0f && z < 180f ? 1 : -1; // push the lamps in whatever direction they are currently swinging + lamp.GetComponent().AddForce(new Vector3(z, 0f, 0f ) * 15 * height); + } + + // Play BOOM! + LeanAudio.play(boomAudioClip, transform.position, height*0.2f); // Like this sound? : http://leanaudioplay.dentedpixel.com/?d=a:fvb:8,0,0.003005181,0,0,0.01507768,0.002227979,0,0,8~8,8.130963E-06,0.06526042,0,-1,0.0007692695,2.449077,9.078861,9.078861,0.01541314,0.9343268,-40,-40,0.05169491,0.03835937,-0.08621139,-0.08621139,8~0.1,0,0,~44100 + + // Have the jump happen again 2 seconds from now + LeanTween.delayedCall(2f, bigGuyJump); + }); + }); + jumpIter += 5.2f; + } + +} +#endif \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta new file mode 100644 index 0000000..3fb02ea --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralCameraShake.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8a650682fa3d54a57a2521dbf9f6eac2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs new file mode 100644 index 0000000..f493123 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs @@ -0,0 +1,72 @@ +using UnityEngine; +using System.Collections; +using System.Reflection; +using DentedPixel; + +public class GeneralEasingTypes : MonoBehaviour { + + public float lineDrawScale = 10f; + public AnimationCurve animationCurve; + + private string[] easeTypes = new string[]{ + "EaseLinear","EaseAnimationCurve","EaseSpring", + "EaseInQuad","EaseOutQuad","EaseInOutQuad", + "EaseInCubic","EaseOutCubic","EaseInOutCubic", + "EaseInQuart","EaseOutQuart","EaseInOutQuart", + "EaseInQuint","EaseOutQuint","EaseInOutQuint", + "EaseInSine","EaseOutSine","EaseInOutSine", + "EaseInExpo","EaseOutExpo","EaseInOutExpo", + "EaseInCirc","EaseOutCirc","EaseInOutCirc", + "EaseInBounce","EaseOutBounce","EaseInOutBounce", + "EaseInBack","EaseOutBack","EaseInOutBack", + "EaseInElastic","EaseOutElastic","EaseInOutElastic", + "EasePunch","EaseShake", + }; + + void Start () { + + demoEaseTypes(); + } + + private void demoEaseTypes(){ + for(int i = 0; i < easeTypes.Length; i++){ + string easeName = easeTypes[i]; + Transform obj1 = GameObject.Find(easeName).transform.Find("Line"); + float obj1val = 0f; + LTDescr lt = LeanTween.value( obj1.gameObject, 0f, 1f, 5f).setOnUpdate( (float val)=>{ + Vector3 vec = obj1.localPosition; + vec.x = obj1val*lineDrawScale; + vec.y = val*lineDrawScale; + + obj1.localPosition = vec; + + obj1val += Time.deltaTime/5f; + if(obj1val>1f) + obj1val = 0f; + }); + if(easeName.IndexOf("AnimationCurve")>=0){ + lt.setEase(animationCurve); + }else{ + MethodInfo theMethod = lt.GetType().GetMethod("set"+easeName); + theMethod.Invoke(lt, null); + } + + if (easeName.IndexOf("EasePunch") >= 0) { + lt.setScale(1f); + } else if (easeName.IndexOf("EaseOutBounce") >= 0) { + lt.setOvershoot(2f); + } + } + + LeanTween.delayedCall(gameObject, 10f, resetLines); + LeanTween.delayedCall(gameObject, 10.1f, demoEaseTypes); + } + + private void resetLines(){ + for(int i = 0; i < easeTypes.Length; i++){ + Transform obj1 = GameObject.Find(easeTypes[i]).transform.Find("Line"); + obj1.localPosition = new Vector3(0f,0f,0f); + } + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta new file mode 100644 index 0000000..c16432f --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEasingTypes.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 94e9a883a33cd40b9be1a63f002c4db2 +timeCreated: 1471950328 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs new file mode 100644 index 0000000..758495f --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs @@ -0,0 +1,83 @@ +#if !UNITY_FLASH +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralEventsListeners : MonoBehaviour { + + Vector3 towardsRotation; + float turnForLength = 0.5f; + float turnForIter = 0f; + Color fromColor; + + // It's best to make this a public enum that you use throughout your project, so every class can have access to it + public enum MyEvents{ + CHANGE_COLOR, + JUMP, + LENGTH + } + + void Awake(){ + LeanTween.LISTENERS_MAX = 100; // This is the maximum of event listeners you will have added as listeners + LeanTween.EVENTS_MAX = (int)MyEvents.LENGTH; // The maximum amount of events you will be dispatching + + fromColor = GetComponent().material.color; + } + + void Start () { + // Adding Listeners, it's best to use an enum so your listeners are more descriptive but you could use an int like 0,1,2,... + LeanTween.addListener(gameObject, (int)MyEvents.CHANGE_COLOR, changeColor); + LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp); + } + + // ****** Event Listening Methods + + void jumpUp( LTEvent e ){ + GetComponent().AddRelativeForce(Vector3.forward * 300f); + } + + void changeColor( LTEvent e ){ + Transform tran = (Transform)e.data; + float distance = Vector3.Distance( tran.position, transform.position); + Color to = new Color(Random.Range(0f,1f),0f,Random.Range(0f,1f)); + LeanTween.value( gameObject, fromColor, to, 0.8f ).setLoopPingPong(1).setDelay(distance*0.05f).setOnUpdate( + (Color col)=>{ + GetComponent().material.color = col; + } + ); + } + + // ****** Physics / AI Stuff + + void OnCollisionEnter(Collision collision) { + if(collision.gameObject.layer!=2) + towardsRotation = new Vector3(0f, Random.Range(-180, 180), 0f); + } + + void OnCollisionStay(Collision collision) { + if(collision.gameObject.layer!=2){ + turnForIter = 0f; + turnForLength = Random.Range(0.5f, 1.5f); + } + } + + void FixedUpdate(){ + if(turnForIter < turnForLength){ + GetComponent().MoveRotation( GetComponent().rotation * Quaternion.Euler(towardsRotation * Time.deltaTime ) ); + turnForIter += Time.deltaTime; + } + + GetComponent().AddRelativeForce(Vector3.forward * 4.5f); + } + + // ****** Key and clicking detection + + void OnMouseDown(){ + if(Input.GetKey( KeyCode.J )){ // Are you also pressing the "j" key while clicking + LeanTween.dispatchEvent((int)MyEvents.JUMP); + }else{ + LeanTween.dispatchEvent((int)MyEvents.CHANGE_COLOR, transform); // with every dispatched event, you can include an object (retrieve this object with the *.data var in LTEvent) + } + } +} +#endif diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta new file mode 100644 index 0000000..82d5acb --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralEventsListeners.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cd679d4fbbd8d475ba7187561370c3aa +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs new file mode 100644 index 0000000..2d05bd9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class GeneralSequencer : MonoBehaviour { + + public GameObject avatar1; + + public GameObject star; + + public GameObject dustCloudPrefab; + + public float speedScale = 1f; + + public void Start(){ + + // Jump up + var seq = LeanTween.sequence(); + + + seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y + 6f, 1f).setEaseOutQuad() ); + + // Power up star, use insert when you want to branch off from the regular sequence (this does not push back the delay of other subsequent tweens) + seq.insert( LeanTween.alpha(star, 0f, 1f) ); + seq.insert( LeanTween.scale( star, Vector3.one * 3f, 1f) ); + + // Rotate 360 + seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 0.6f ).setEaseInBack() ); + + // Return to ground + seq.append( LeanTween.moveY( avatar1, avatar1.transform.localPosition.y, 1f).setEaseInQuad() ); + + // Kick off spiraling clouds - Example of appending a callback method + seq.append(() => { + for(int i = 0; i < 50f; i++){ + GameObject cloud = Instantiate(dustCloudPrefab) as GameObject; + cloud.transform.parent = avatar1.transform; + cloud.transform.localPosition = new Vector3(Random.Range(-2f,2f),0f,0f); + cloud.transform.eulerAngles = new Vector3(0f,0f,Random.Range(0,360f)); + + var range = new Vector3(cloud.transform.localPosition.x, Random.Range(2f,4f), Random.Range(-10f,10f)); + + // Tweens not in a sequence, because we want them all to animate at the same time + LeanTween.moveLocal(cloud, range, 3f*speedScale).setEaseOutCirc(); + LeanTween.rotateAround(cloud, Vector3.forward, 360f*2, 3f*speedScale).setEaseOutCirc(); + LeanTween.alpha(cloud, 0f, 3f*speedScale).setEaseOutCirc().setDestroyOnComplete(true); + } + }); + + // You can speed up or slow down the sequence of events + seq.setScale(speedScale); + + // seq.reverse(); // not working yet + + // Testing canceling sequence after a bit of time + //LeanTween.delayedCall(3f, () => + //{ + // LeanTween.cancel(seq.id); + //}); + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta new file mode 100644 index 0000000..556beac --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSequencer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5b54bce4a9ed14e28a4a423c794a2d70 +timeCreated: 1488722358 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs new file mode 100644 index 0000000..12133b5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralSimpleUI : MonoBehaviour { + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + public RectTransform button; + + void Start () { + Debug.Log("For better examples see the 4.6_Examples folder!"); + if(button==null){ + Debug.LogError("Button not assigned! Create a new button via Hierarchy->Create->UI->Button. Then assign it to the button variable"); + return; + } + + // Tweening various values in a block callback style + LeanTween.value(button.gameObject, button.anchoredPosition, new Vector2(200f,100f), 1f ).setOnUpdate( + (Vector2 val)=>{ + button.anchoredPosition = val; + } + ); + + LeanTween.value(gameObject, 1f, 0.5f, 1f ).setOnUpdate( + (float volume)=>{ + Debug.Log("volume:"+volume); + } + ); + + LeanTween.value(gameObject, gameObject.transform.position, gameObject.transform.position + new Vector3(0,1f,0), 1f ).setOnUpdate( + (Vector3 val)=>{ + gameObject.transform.position = val; + } + ); + + LeanTween.value(gameObject, Color.red, Color.green, 1f ).setOnUpdate( + (Color val)=>{ + UnityEngine.UI.Image image = (UnityEngine.UI.Image)button.gameObject.GetComponent( typeof(UnityEngine.UI.Image) ); + image.color = val; + } + ); + + // Tweening Using Unity's new Canvas GUI System + LeanTween.move(button, new Vector3(200f,-100f,0f), 1f).setDelay(1f); + LeanTween.rotateAround(button, Vector3.forward, 90f, 1f).setDelay(2f); + LeanTween.scale(button, button.localScale*2f, 1f).setDelay(3f); + LeanTween.rotateAround(button, Vector3.forward, -90f, 1f).setDelay(4f).setEase(LeanTweenType.easeInOutElastic); + } + + #else + void Start(){ + Debug.LogError("Unity 4.6+ is required to use the new UI"); + } + + #endif +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta new file mode 100644 index 0000000..f9b578b --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralSimpleUI.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 19c352f230e8b46f08abbbd7cc11edb8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs new file mode 100644 index 0000000..f2f490b --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs @@ -0,0 +1,89 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class GeneralUISpace : MonoBehaviour { + + public RectTransform mainWindow; + public RectTransform mainParagraphText; + public RectTransform mainTitleText; + public RectTransform mainButton1; + public RectTransform mainButton2; + + public RectTransform pauseRing1; + public RectTransform pauseRing2; + public RectTransform pauseWindow; + + public RectTransform chatWindow; + public RectTransform chatRect; + public Sprite[] chatSprites; + public RectTransform chatBar1; + public RectTransform chatBar2; + public UnityEngine.UI.Text chatText; + + public RectTransform rawImageRect; + + void Start () { + // Time.timeScale = 1f/4f; + + // *********** Main Window ********** + // Scale the whole window in + mainWindow.localScale = Vector3.zero; + LeanTween.scale( mainWindow, new Vector3(1f,1f,1f), 0.6f).setEase(LeanTweenType.easeOutBack); + LeanTween.alphaCanvas( mainWindow.GetComponent(), 0f, 1f).setDelay(2f).setLoopPingPong().setRepeat(2); + + // Fade the main paragraph in while moving upwards + mainParagraphText.anchoredPosition3D += new Vector3(0f,-10f,0f); + LeanTween.textAlpha( mainParagraphText, 0f, 0.6f).setFrom(0f).setDelay(0f); + LeanTween.textAlpha( mainParagraphText, 1f, 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); + LeanTween.move( mainParagraphText, mainParagraphText.anchoredPosition3D + new Vector3(0f,10f,0f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f); + + // Flash text to purple and back + LeanTween.textColor( mainTitleText, new Color(133f/255f,145f/255f,223f/255f), 0.6f).setEase(LeanTweenType.easeOutQuad).setDelay(0.6f).setLoopPingPong().setRepeat(-1); + + // Fade button in + LeanTween.textAlpha(mainButton2, 1f, 2f ).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); + LeanTween.alpha(mainButton2, 1f, 2f ).setFrom(0f).setDelay(0f).setEase(LeanTweenType.easeOutQuad); + + // Pop size of button + LeanTween.size(mainButton1, mainButton1.sizeDelta * 1.1f, 0.5f).setDelay(3f).setEaseInOutCirc().setRepeat(6).setLoopPingPong(); + + + // *********** Pause Button ********** + // Drop pause button in + pauseWindow.anchoredPosition3D += new Vector3(0f,200f,0f); + LeanTween.moveY( pauseWindow, pauseWindow.anchoredPosition3D.y + -200f, 0.6f).setEase(LeanTweenType.easeOutSine).setDelay(0.6f); + + // Punch Pause Symbol + RectTransform pauseText = pauseWindow.Find("PauseText").GetComponent(); + LeanTween.moveZ( pauseText, pauseText.anchoredPosition3D.z - 80f, 1.5f).setEase(LeanTweenType.punch).setDelay(2.0f); + + // Rotate rings around in opposite directions + LeanTween.rotateAroundLocal(pauseRing1, Vector3.forward, 360f, 12f).setRepeat(-1); + LeanTween.rotateAroundLocal(pauseRing2, Vector3.forward, -360f, 22f).setRepeat(-1); + + + // *********** Chat Window ********** + // Flip the chat window in + chatWindow.RotateAround(chatWindow.position, Vector3.up, -180f); + LeanTween.rotateAround(chatWindow, Vector3.up, 180f, 2f).setEase(LeanTweenType.easeOutElastic).setDelay(1.2f); + + // Play a series of sprites on the window on repeat endlessly + LeanTween.play(chatRect, chatSprites).setLoopPingPong(); + + // Animate the bar up and down while changing the color to red-ish + LeanTween.color( chatBar2, new Color(248f/255f,67f/255f,108f/255f, 0.5f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong().setDelay(1.2f); + LeanTween.scale( chatBar2, new Vector2(1f,0.7f), 1.2f).setEase(LeanTweenType.easeInQuad).setLoopPingPong(); + + // Write in paragraph text + string origText = chatText.text; + chatText.text = ""; + LeanTween.value(gameObject, 0, (float)origText.Length, 6f).setEase(LeanTweenType.easeOutQuad).setOnUpdate( (float val)=>{ + chatText.text = origText.Substring( 0, Mathf.RoundToInt( val ) ); + }).setLoopClamp().setDelay(2.0f); + + // Raw Image + LeanTween.alpha(rawImageRect,0f,1f).setLoopPingPong(); + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta new file mode 100644 index 0000000..5f46eea --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/GeneralUISpace.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc2ddccee016148b189d987f564ee08e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs new file mode 100644 index 0000000..4692af8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +public class LogoCinematic : MonoBehaviour { + + public GameObject lean; + + public GameObject tween; + + void Awake(){ + + } + + + void Start () { + //Time.timeScale = 0.2f; + + // Slide in + tween.transform.localPosition += -Vector3.right * 15f; + LeanTween.moveLocalX(tween, tween.transform.localPosition.x+15f, 0.4f).setEase(LeanTweenType.linear).setDelay(0f).setOnComplete( playBoom ); + + // Drop Down tween down + tween.transform.RotateAround(tween.transform.position, Vector3.forward, -30f); + LeanTween.rotateAround(tween, Vector3.forward, 30f, 0.4f).setEase(LeanTweenType.easeInQuad).setDelay(0.4f).setOnComplete( playBoom ); + + // Drop Lean In + lean.transform.position += Vector3.up * 5.1f; + LeanTween.moveY(lean, lean.transform.position.y-5.1f, 0.6f).setEase(LeanTweenType.easeInQuad).setDelay(0.6f).setOnComplete( playBoom ); + } + + void playBoom(){ + // Make your own Dynamic Audio at http://leanaudioplay.dentedpixel.com + + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1.163155f, 0f, -1f), new Keyframe(0.3098361f, 0f, 0f, 0f), new Keyframe(0.5f, 0.003524712f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0.000819672f, 0.007666667f, 0f, 0f), new Keyframe(0.01065573f, 0.002424242f, 0f, 0f), new Keyframe(0.02704918f, 0.007454545f, 0f, 0f), new Keyframe(0.03770492f, 0.002575758f, 0f, 0f), new Keyframe(0.052459f, 0.007090909f, 0f, 0f), new Keyframe(0.06885245f, 0.002939394f, 0f, 0f), new Keyframe(0.0819672f, 0.006727273f, 0f, 0f), new Keyframe(0.1040983f, 0.003181818f, 0f, 0f), new Keyframe(0.1188525f, 0.006212121f, 0f, 0f), new Keyframe(0.145082f, 0.004151515f, 0f, 0f), new Keyframe(0.1893443f, 0.005636364f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.1f,0f,0f)} ).setFrequency(11025)); + + LeanAudio.play( audioClip ); //a:fvb:8,.000819672,.007666667,,,.01065573,.002424242,,,.02704918,.007454545,,,.03770492,.002575758,,,.052459,.007090909,,,.06885245,.002939394,,,.0819672,.006727273,,,.1040983,.003181818,,,.1188525,.006212121,,,.145082,.004151515,,,.1893443,.005636364,,,8~8,,1.163155,,-,.3098361,,,,.5,.003524712,,,8~.1,,,~11025~0~~ + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs.meta new file mode 100644 index 0000000..3bc70a2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/LogoCinematic.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 674f3c10d8880408e875a9e6c3ee83bb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs new file mode 100644 index 0000000..2b8317d --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +namespace DentedPixel.LTExamples{ + +public class PathBezier : MonoBehaviour { + + public Transform[] trans; + + LTBezierPath cr; + private GameObject avatar1; + + void OnEnable(){ + // create the path + cr = new LTBezierPath( new Vector3[] {trans[0].position, trans[2].position, trans[1].position, trans[3].position, trans[3].position, trans[5].position, trans[4].position, trans[6].position} ); + } + + void Start () { + avatar1 = GameObject.Find("Avatar1"); + + // Tween automatically + LTDescr descr = LeanTween.move(avatar1, cr.pts, 6.5f).setOrientToPath(true).setRepeat(-1); + Debug.Log("length of path 1:"+cr.length); + Debug.Log("length of path 2:"+descr.optional.path.length); + } + + private float iter; + void Update () { + // Or Update Manually + //cr.place2d( sprite1.transform, iter ); + + iter += Time.deltaTime*0.07f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + if(cr!=null) + OnEnable(); + Gizmos.color = Color.red; + if(cr!=null) + cr.gizmoDraw(); // To Visualize the path, use this method + } +} + +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs.meta new file mode 100644 index 0000000..56435b7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ac2038ba3961049ed889ae71039982cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs new file mode 100644 index 0000000..21d3ade --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PathBezier2d : MonoBehaviour { + + public Transform[] cubes; + + public GameObject dude1; + public GameObject dude2; + + private LTBezierPath visualizePath; + + void Start () { + // move + Vector3[] path = new Vector3[]{cubes[0].position,cubes[1].position,cubes[2].position,cubes[3].position}; + // 90 degree test + // path = new Vector3[] {new Vector3(7.5f, 0f, 0f), new Vector3(0f, 0f, 2.5f), new Vector3(2.5f, 0f, 0f), new Vector3(0f, 0f, 7.5f)}; + visualizePath = new LTBezierPath(path); + LeanTween.move(dude1, path, 10f).setOrientToPath2d(true); + + // move local + LeanTween.moveLocal(dude2, path, 10f).setOrientToPath2d(true); + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + Gizmos.color = Color.red; + if(visualizePath!=null) + visualizePath.gizmoDraw(); // To Visualize the path, use this method + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs.meta new file mode 100644 index 0000000..f94f2cd --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathBezier2d.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 873cb511c724a48bd919ce8a18fa882c +timeCreated: 1493586162 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs new file mode 100644 index 0000000..a928a58 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs @@ -0,0 +1,38 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class ExampleSpline : MonoBehaviour { + + public Transform[] trans; + + LTSpline spline; + private GameObject ltLogo; + private GameObject ltLogo2; + + void Start () { + spline = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} ); + ltLogo = GameObject.Find("LeanTweenLogo1"); + ltLogo2 = GameObject.Find("LeanTweenLogo2"); + + LeanTween.moveSpline( ltLogo2, spline.pts, 1f).setEase(LeanTweenType.easeInOutQuad).setLoopPingPong().setOrientToPath(true); + + LTDescr zoomInPath_LT = LeanTween.moveSpline(ltLogo2, new Vector3[]{Vector3.zero, Vector3.zero, new Vector3(1,1,1), new Vector3(2,1,1), new Vector3(2,1,1)}, 1.5f); + zoomInPath_LT.setUseEstimatedTime(true); + } + + private float iter; + void Update () { + // Iterating over path + ltLogo.transform.position = spline.point( iter /*(Time.time*1000)%1000 * 1.0 / 1000.0 */); + + iter += Time.deltaTime*0.1f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + if(spline!=null) + spline.gizmoDraw(); // debug aid to be able to see the path in the scene inspector + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs.meta new file mode 100644 index 0000000..fd4e012 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef4235237d8d8413c9d5807cf0a1f77b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs new file mode 100644 index 0000000..2a415d3 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class PathSpline2d : MonoBehaviour { + + public Transform[] cubes; + + public GameObject dude1; + public GameObject dude2; + + private LTSpline visualizePath; + + void Start () { + Vector3[] path = new Vector3[] { + cubes[0].position, + cubes[1].position, + cubes[2].position, + cubes[3].position, + cubes[4].position + }; + + visualizePath = new LTSpline( path ); + // move + LeanTween.moveSpline(dude1, path, 10f).setOrientToPath2d(true).setSpeed(2f); + + // move Local + LeanTween.moveSplineLocal(dude2, path, 10f).setOrientToPath2d(true).setSpeed(2f); + } + + void OnDrawGizmos(){ + Gizmos.color = Color.red; + if(visualizePath!=null) + visualizePath.gizmoDraw(); + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs.meta new file mode 100644 index 0000000..e23a2f0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSpline2d.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 15c036b11e3ff486ea685da06fa305f6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs new file mode 100644 index 0000000..aec4864 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +public class PathSplineEndless : MonoBehaviour { + public GameObject trackTrailRenderers; + public GameObject car; + public GameObject carInternal; + + public GameObject[] cubes; + private int cubesIter; + public GameObject[] trees; + private int treesIter; + + public float randomIterWidth = 0.1f; + + private LTSpline track; + private List trackPts = new List(); + private int zIter = 0; + private float carIter = 0f; + private float carAdd; + private int trackMaxItems = 15; + private int trackIter = 1; + private float pushTrackAhead = 0f; + private float randomIter = 0f; + + void Start () { + + // Setup initial track points + for(int i = 0; i < 4; i++){ + addRandomTrackPoint(); + } + refreshSpline(); + + // Animate in track ahead of the car + LeanTween.value(gameObject, 0, 0.3f, 2f).setOnUpdate( ( float val )=>{ + pushTrackAhead = val; + }); + } + + void Update () { + + float zLastDist = (trackPts[ trackPts.Count - 1].z - transform.position.z); + if(zLastDist < 200f){ // if the last node is too close we'll add in a new point and refresh the spline + addRandomTrackPoint(); + refreshSpline(); + } + + // Update avatar's position on correct track + track.place( car.transform, carIter ); + carIter += carAdd * Time.deltaTime; + + // we'll place the trail renders always a bit in front of the car + track.place( trackTrailRenderers.transform, carIter + pushTrackAhead ); + + + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + } + } + + // Simple object queuing system + GameObject objectQueue( GameObject[] arr, ref int lastIter ){ + lastIter = lastIter>=arr.Length-1 ? 0 : lastIter+1; + + // Reset scale and rotation for a new animation + arr[ lastIter ].transform.localScale = Vector3.one; + arr[ lastIter ].transform.rotation = Quaternion.identity; + return arr[ lastIter ]; + } + + void addRandomTrackPoint(){ + float randX = Mathf.PerlinNoise(0f, randomIter); + randomIter += randomIterWidth; + + Vector3 randomInFrontPosition = new Vector3( (randX-0.5f)*20f, 0f, zIter*40f); + + // placing the box is just to visualize how the paths get created + GameObject box = objectQueue( cubes, ref cubesIter ); + box.transform.position = randomInFrontPosition; + + // Line the roads with trees + GameObject tree = objectQueue( trees, ref treesIter ); + float treeX = zIter%2==0 ? -15f : 15f; + tree.transform.position = new Vector3( randomInFrontPosition.x + treeX, 0f, zIter*40f); + + // Animate in new tree (just for fun) + LeanTween.rotateAround( tree, Vector3.forward, 0f, 1f).setFrom( zIter%2==0 ? 180f : -180f).setEase(LeanTweenType.easeOutBack); + + trackPts.Add( randomInFrontPosition ); // Add a future spline node + if(trackPts.Count > trackMaxItems) + trackPts.RemoveAt(0); // Remove the trailing spline node + + zIter++; + } + + void refreshSpline(){ + track = new LTSpline( trackPts.ToArray() ); + carIter = track.ratioAtPoint( car.transform.position ); // we created a new spline so we need to update the cars iteration point on this new spline + // Debug.Log("distance:"+track.distance+" carIter:"+carIter); + carAdd = 40f / track.distance; // we want to make sure the speed is based on the distance of the spline for a more constant speed + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta new file mode 100644 index 0000000..15fe013 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineEndless.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 784f0e347ee4d4c3b83ca56d6f33f01a +timeCreated: 1460315101 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs new file mode 100644 index 0000000..a3e2884 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs @@ -0,0 +1,93 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; +// This class is to test the upper limits of a complex spline + +public class PathSplinePerformance : MonoBehaviour { + + public GameObject trackTrailRenderers; + public GameObject car; + public GameObject carInternal; + + + public float circleLength = 10f; + public float randomRange = 1f; + public int trackNodes = 30; + public float carSpeed = 30f; + public float tracerSpeed = 2f; + + private LTSpline track; + private int trackIter = 1; + private float carAdd; + private float trackPosition; // ratio 0,1 of the avatars position on the track + + void Start () { + Application.targetFrameRate = 240; + + // Make the track from the provided transforms + List randList = new List(); + float degree = 0f; + int nodeLength = trackNodes + 1;// We need to add some extra because the first and last nodes just act as *guides* to the first and last curvature + for(int i = 0; i < nodeLength; i++){ + float x = Mathf.Cos( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange); + float z = Mathf.Sin( degree * Mathf.Deg2Rad ) * circleLength + Random.Range(0f, randomRange); + randList.Add( new Vector3(x,1f,z ) ); + + degree += 360f/(float)trackNodes; + } + randList[0] = randList[ randList.Count-1 ]; // set the zero-ith one as the last position so it will flow smoothly into the first curve + randList.Add( randList[1] ); // Add the first and second one in, so the circle connects to itself + randList.Add( randList[2] ); + + track = new LTSpline( randList.ToArray() ); + + carAdd = carSpeed / track.distance; + + tracerSpeed = track.distance / (carSpeed*1.2f); + + // Optional technique to show the trails in game + LeanTween.moveSpline( trackTrailRenderers, track, tracerSpeed ).setOrientToPath(true).setRepeat(-1); + } + + void Update () { + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + + } + + // Update avatar's position on correct track + track.place( car.transform, trackPosition ); + + trackPosition += Time.deltaTime * carAdd; + + if(trackPosition>1f) + trackPosition = 0f; // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track + } + + // Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor) + void OnDrawGizmos(){ + if(track!=null) + track.drawGizmo( Color.red ); + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta new file mode 100644 index 0000000..bbef093 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplinePerformance.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5de62495c8a5d49e6b3ca111f8c7e944 +timeCreated: 1460894008 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs new file mode 100644 index 0000000..4aa59f0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +// This project demonstrates how you can use the spline behaviour for a multi-track game (like an endless runner style) + +public class PathSplineTrack : MonoBehaviour { + + public GameObject car; + public GameObject carInternal; + public GameObject trackTrailRenderers; + + public Transform[] trackOnePoints; + + private LTSpline track; + private int trackIter = 1; + private float trackPosition; // ratio 0,1 of the avatars position on the track + + void Start () { + // Make the track from the provided transforms + track = new LTSpline( new Vector3[] {trackOnePoints[0].position, trackOnePoints[1].position, trackOnePoints[2].position, trackOnePoints[3].position, trackOnePoints[4].position, trackOnePoints[5].position, trackOnePoints[6].position} ); + + // Optional technique to show the trails in game + LeanTween.moveSpline( trackTrailRenderers, track, 2f ).setOrientToPath(true).setRepeat(-1); + } + + void Update () { + // Switch tracks on keyboard input + float turn = Input.GetAxis("Horizontal"); + if(Input.anyKeyDown){ + if(turn<0f && trackIter>0){ + trackIter--; + playSwish(); + }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 + trackIter++; + playSwish(); + } + // Move the internal local x of the car to simulate changing tracks + LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); + + } + + // Update avatar's position on correct track + track.place( car.transform, trackPosition ); + + trackPosition += Time.deltaTime * 0.03f;// * Input.GetAxis("Vertical"); // Uncomment to have the forward and backwards controlled by the directional arrows + + if (trackPosition < 0f) // We need to keep the ratio between 0-1 so after one we will loop back to the beginning of the track + trackPosition = 1f; + else if(trackPosition>1f) + trackPosition = 0f; + } + + // Use this for visualizing what the track looks like in the editor (for a full suite of spline tools check out the LeanTween Editor) + void OnDrawGizmos(){ + LTSpline.drawGizmo( trackOnePoints, Color.red); + } + + // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com + void playSwish(){ + AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); + AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); + + AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); + + LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta new file mode 100644 index 0000000..d41a6dd --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplineTrack.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 31af73f8be2864eda9a3fbb6d0d2a9c7 +timeCreated: 1460209336 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs new file mode 100644 index 0000000..8df95b9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using System.Collections; +using DentedPixel; + +public class PathSplines : MonoBehaviour { + + public Transform[] trans; + + LTSpline cr; + private GameObject avatar1; + + void OnEnable(){ + // create the path + cr = new LTSpline( new Vector3[] {trans[0].position, trans[1].position, trans[2].position, trans[3].position, trans[4].position} ); + // cr = new LTSpline( new Vector3[] {new Vector3(-1f,0f,0f), new Vector3(0f,0f,0f), new Vector3(4f,0f,0f), new Vector3(20f,0f,0f), new Vector3(30f,0f,0f)} ); + } + + void Start () { + avatar1 = GameObject.Find("Avatar1"); + + // Tween automatically + LeanTween.move(avatar1, cr, 6.5f).setOrientToPath(true).setRepeat(1).setOnComplete( ()=>{ + Vector3[] next = new Vector3[] {trans[4].position, trans[3].position, trans[2].position, trans[1].position, trans[0].position}; + LeanTween.moveSpline( avatar1, next, 6.5f); // move it back to the start without an LTSpline + }).setEase(LeanTweenType.easeOutQuad); + } + + private float iter; + void Update () { + // Or Update Manually + // cr.place( avatar1.transform, iter ); + + iter += Time.deltaTime*0.07f; + if(iter>1.0f) + iter = 0.0f; + } + + void OnDrawGizmos(){ + // Debug.Log("drwaing"); + if(cr==null) + OnEnable(); + Gizmos.color = Color.red; + if(cr!=null) + cr.gizmoDraw(); // To Visualize the path, use this method + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs.meta new file mode 100644 index 0000000..0ccb4fe --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/PathSplines.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: de0396ae3eef541c190f0e6962090454 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs new file mode 100644 index 0000000..b8db49e --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs @@ -0,0 +1,647 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using DentedPixel; + +namespace DentedPixel.LTExamples +{ + + public class TestingUnitTests : MonoBehaviour + { + + public GameObject cube1; + public GameObject cube2; + public GameObject cube3; + public GameObject cube4; + public GameObject cubeAlpha1; + public GameObject cubeAlpha2; + + + private bool eventGameObjectWasCalled = false, eventGeneralWasCalled = false; + private int lt1Id; + private LTDescr lt2; + private LTDescr lt3; + private LTDescr lt4; + private LTDescr[] groupTweens; + private GameObject[] groupGOs; + private int groupTweensCnt; + private int rotateRepeat; + private int rotateRepeatAngle; + private GameObject boxNoCollider; + private float timeElapsedNormalTimeScale; + private float timeElapsedIgnoreTimeScale; + private bool pauseTweenDidFinish = false; + + void Awake() + { + boxNoCollider = GameObject.CreatePrimitive(PrimitiveType.Cube); + Destroy(boxNoCollider.GetComponent(typeof(BoxCollider)) as Component); + } + + void Start() + { + // Time.timeScale = 0.25f; + + LeanTest.timeout = 46f; + LeanTest.expected = 62; + + LeanTween.init(1300); + + // add a listener + LeanTween.addListener(cube1, 0, eventGameObjectCalled); + + LeanTest.expect(LeanTween.isTweening() == false, "NOTHING TWEEENING AT BEGINNING"); + + LeanTest.expect(LeanTween.isTweening(cube1) == false, "OBJECT NOT TWEEENING AT BEGINNING"); + + LeanTween.scaleX(cube4, 2f, 0f).setOnComplete(() => { + LeanTest.expect(cube4.transform.localScale.x == 2f, "TWEENED WITH ZERO TIME"); + }); + + // dispatch event that is received + LeanTween.dispatchEvent(0); + LeanTest.expect(eventGameObjectWasCalled, "EVENT GAMEOBJECT RECEIVED"); + + // do not remove listener + LeanTest.expect(LeanTween.removeListener(cube2, 0, eventGameObjectCalled) == false, "EVENT GAMEOBJECT NOT REMOVED"); + // remove listener + LeanTest.expect(LeanTween.removeListener(cube1, 0, eventGameObjectCalled), "EVENT GAMEOBJECT REMOVED"); + + // add a listener + LeanTween.addListener(1, eventGeneralCalled); + + // dispatch event that is received + LeanTween.dispatchEvent(1); + LeanTest.expect(eventGeneralWasCalled, "EVENT ALL RECEIVED"); + + // remove listener + LeanTest.expect(LeanTween.removeListener(1, eventGeneralCalled), "EVENT ALL REMOVED"); + + lt1Id = LeanTween.move(cube1, new Vector3(3f, 2f, 0.5f), 1.1f).id; + LeanTween.move(cube2, new Vector3(-3f, -2f, -0.5f), 1.1f); + + LeanTween.reset(); + + // Queue up a bunch of tweens, cancel some of them but expect the remainder to finish + GameObject[] cubes = new GameObject[99]; + int[] tweenIds = new int[cubes.Length]; + for (int i = 0; i < cubes.Length; i++) + { + GameObject c = cubeNamed("cancel" + i); + tweenIds[i] = LeanTween.moveX(c, 100f, 1f).id; + cubes[i] = c; + } + int onCompleteCount = 0; + LeanTween.delayedCall(cubes[0], 0.2f, () => { + for (int i = 0; i < cubes.Length; i++) + { + if (i % 3 == 0) + { + LeanTween.cancel(cubes[i]); + } + else if (i % 3 == 1) + { + LeanTween.cancel(tweenIds[i]); + } + else if (i % 3 == 2) + { + LTDescr descr = LeanTween.descr(tweenIds[i]); + // Debug.Log("descr:"+descr); + descr.setOnComplete(() => { + onCompleteCount++; + // Debug.Log("onCompleteCount:"+onCompleteCount); + if (onCompleteCount >= 33) + { + LeanTest.expect(true, "CANCELS DO NOT EFFECT FINISHING"); + } + }); + } + } + }); + + Vector3[] splineArr = new Vector3[] { new Vector3(-1f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(4f, 0f, 0f), new Vector3(20f, 0f, 0f), new Vector3(30f, 0f, 0f) }; + LTSpline cr = new LTSpline(splineArr); + cr.place(cube4.transform, 0.5f); + LeanTest.expect((Vector3.Distance(cube4.transform.position, new Vector3(10f, 0f, 0f)) <= 0.7f), "SPLINE POSITIONING AT HALFWAY", "position is:" + cube4.transform.position + " but should be:(10f,0f,0f)"); + LeanTween.color(cube4, Color.green, 0.01f); + + // Debug.Log("Point 2:"+cr.ratioAtPoint(splineArr[2])); + + // OnStart Speed Test for ignoreTimeScale vs normal timeScale + + GameObject cubeDest = cubeNamed("cubeDest"); + Vector3 cubeDestEnd = new Vector3(100f, 20f, 0f); + LeanTween.move(cubeDest, cubeDestEnd, 0.7f); + + GameObject cubeToTrans = cubeNamed("cubeToTrans"); + LeanTween.move(cubeToTrans, cubeDest.transform, 1.2f).setEase(LeanTweenType.easeOutQuad).setOnComplete(() => { + LeanTest.expect(cubeToTrans.transform.position == cubeDestEnd, "MOVE TO TRANSFORM WORKS"); + }); + + GameObject cubeDestroy = cubeNamed("cubeDestroy"); + LeanTween.moveX(cubeDestroy, 200f, 0.05f).setDelay(0.02f).setDestroyOnComplete(true); + LeanTween.moveX(cubeDestroy, 200f, 0.1f).setDestroyOnComplete(true).setOnComplete(() => { + LeanTest.expect(true, "TWO DESTROY ON COMPLETE'S SUCCEED"); + }); + + GameObject cubeSpline = cubeNamed("cubeSpline"); + LeanTween.moveSpline(cubeSpline, new Vector3[] { new Vector3(0.5f, 0f, 0.5f), new Vector3(0.75f, 0f, 0.75f), new Vector3(1f, 0f, 1f), new Vector3(1f, 0f, 1f) }, 0.1f).setOnComplete(() => { + LeanTest.expect(Vector3.Distance(new Vector3(1f, 0f, 1f), cubeSpline.transform.position) < 0.01f, "SPLINE WITH TWO POINTS SUCCEEDS"); + }); + + // This test works when it is positioned last in the test queue (probably worth fixing when you have time) + GameObject jumpCube = cubeNamed("jumpTime"); + jumpCube.transform.position = new Vector3(100f, 0f, 0f); + jumpCube.transform.localScale *= 100f; + int jumpTimeId = LeanTween.moveX(jumpCube, 200f, 1f).id; + + LeanTween.delayedCall(gameObject, 0.2f, () => { + LTDescr d = LeanTween.descr(jumpTimeId); + float beforeX = jumpCube.transform.position.x; + d.setTime(0.5f); + LeanTween.delayedCall(0.0f, () => { }).setOnStart(() => { + float diffAmt = 1f;// This variable is dependent on a good frame-rate because it evalutes at the next Update + beforeX += Time.deltaTime * 100f * 2f; + LeanTest.expect(Mathf.Abs(jumpCube.transform.position.x - beforeX) < diffAmt, "CHANGING TIME DOESN'T JUMP AHEAD", "Difference:" + Mathf.Abs(jumpCube.transform.position.x - beforeX) + " beforeX:" + beforeX + " now:" + jumpCube.transform.position.x + " dt:" + Time.deltaTime); + }); + }); + + // Tween with time of zero is needs to be set to it's final value + GameObject zeroCube = cubeNamed("zeroCube"); + LeanTween.moveX(zeroCube, 10f, 0f).setOnComplete(() => { + LeanTest.expect(zeroCube.transform.position.x == 10f, "ZERO TIME FINSHES CORRECTLY", "final x:" + zeroCube.transform.position.x); + }); + + // Scale, and OnStart + GameObject cubeScale = cubeNamed("cubeScale"); + LeanTween.scale(cubeScale, new Vector3(5f, 5f, 5f), 0.01f).setOnStart(() => { + LeanTest.expect(true, "ON START WAS CALLED"); + }).setOnComplete(() => { + LeanTest.expect(cubeScale.transform.localScale.z == 5f, "SCALE", "expected scale z:" + 5f + " returned:" + cubeScale.transform.localScale.z); + }); + + // Rotate + GameObject cubeRotate = cubeNamed("cubeRotate"); + LeanTween.rotate(cubeRotate, new Vector3(0f, 180f, 0f), 0.02f).setOnComplete(() => { + LeanTest.expect(cubeRotate.transform.eulerAngles.y == 180f, "ROTATE", "expected rotate y:" + 180f + " returned:" + cubeRotate.transform.eulerAngles.y); + }); + + // RotateAround + GameObject cubeRotateA = cubeNamed("cubeRotateA"); + LeanTween.rotateAround(cubeRotateA, Vector3.forward, 90f, 0.3f).setOnComplete(() => { + LeanTest.expect(cubeRotateA.transform.eulerAngles.z == 90f, "ROTATE AROUND", "expected rotate z:" + 90f + " returned:" + cubeRotateA.transform.eulerAngles.z); + }); + + // RotateAround 360 + GameObject cubeRotateB = cubeNamed("cubeRotateB"); + cubeRotateB.transform.position = new Vector3(200f, 10f, 8f); + LeanTween.rotateAround(cubeRotateB, Vector3.forward, 360f, 0.3f).setPoint(new Vector3(5f, 3f, 2f)).setOnComplete(() => { + LeanTest.expect(cubeRotateB.transform.position.ToString() == (new Vector3(200f, 10f, 8f)).ToString(), "ROTATE AROUND 360", "expected rotate pos:" + (new Vector3(200f, 10f, 8f)) + " returned:" + cubeRotateB.transform.position); + }); + + // Alpha, onUpdate with passing value, onComplete value + LeanTween.alpha(cubeAlpha1, 0.5f, 0.1f).setOnUpdate((float val) => { + LeanTest.expect(val != 0f, "ON UPDATE VAL"); + }).setOnCompleteParam("Hi!").setOnComplete((object completeObj) => { + LeanTest.expect(((string)completeObj) == "Hi!", "ONCOMPLETE OBJECT"); + LeanTest.expect(cubeAlpha1.GetComponent().material.color.a == 0.5f, "ALPHA"); + }); + // Color + float onStartTime = -1f; + LeanTween.color(cubeAlpha2, Color.cyan, 0.3f).setOnComplete(() => { + LeanTest.expect(cubeAlpha2.GetComponent().material.color == Color.cyan, "COLOR"); + LeanTest.expect(onStartTime >= 0f && onStartTime < Time.time, "ON START", "onStartTime:" + onStartTime + " time:" + Time.time); + }).setOnStart(() => { + onStartTime = Time.time; + }); + // moveLocalY (make sure uses y values) + Vector3 beforePos = cubeAlpha1.transform.position; + LeanTween.moveY(cubeAlpha1, 3f, 0.2f).setOnComplete(() => { + LeanTest.expect(cubeAlpha1.transform.position.x == beforePos.x && cubeAlpha1.transform.position.z == beforePos.z, "MOVE Y"); + }); + + Vector3 beforePos2 = cubeAlpha2.transform.localPosition; + LeanTween.moveLocalZ(cubeAlpha2, 12f, 0.2f).setOnComplete(() => { + LeanTest.expect(cubeAlpha2.transform.localPosition.x == beforePos2.x && cubeAlpha2.transform.localPosition.y == beforePos2.y, "MOVE LOCAL Z", "ax:" + cubeAlpha2.transform.localPosition.x + " bx:" + beforePos.x + " ay:" + cubeAlpha2.transform.localPosition.y + " by:" + beforePos2.y); + }); + + AudioClip audioClip = LeanAudio.createAudio(new AnimationCurve(new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f)), new AnimationCurve(new Keyframe(0f, 0.001f, 0f, 0f), new Keyframe(1f, 0.001f, 0f, 0f)), LeanAudio.options()); + LeanTween.delayedSound(gameObject, audioClip, new Vector3(0f, 0f, 0f), 0.1f).setDelay(0.2f).setOnComplete(() => { + LeanTest.expect(Time.time > 0, "DELAYED SOUND"); + }); + + // Easing Methods + int totalEasingCheck = 0; + int totalEasingCheckSuccess = 0; + for (int j = 0; j < 2; j++) + { + bool isCheckingFrom = j == 1; + int totalTweenTypeLength = (int)LeanTweenType.easeShake; + for (int i = (int)LeanTweenType.notUsed; i < totalTweenTypeLength; i++) + { + LeanTweenType easeType = (LeanTweenType)i; + GameObject cube = cubeNamed("cube" + easeType); + LTDescr descr = LeanTween.moveLocalX(cube, 5, 0.1f).setOnComplete((object obj) => { + GameObject cubeIn = obj as GameObject; + totalEasingCheck++; + if (cubeIn.transform.position.x == 5f) + { + totalEasingCheckSuccess++; + } + if (totalEasingCheck == (2 * totalTweenTypeLength)) + { + LeanTest.expect(totalEasingCheck == totalEasingCheckSuccess, "EASING TYPES"); + } + }).setOnCompleteParam(cube); + + if (isCheckingFrom) + descr.setFrom(-5f); + } + } + + // value2 + bool value2UpdateCalled = false; + LeanTween.value(gameObject, new Vector2(0, 0), new Vector2(256, 96), 0.1f).setOnUpdate((Vector2 value) => { + value2UpdateCalled = true; + }); + LeanTween.delayedCall(0.2f, () => { + LeanTest.expect(value2UpdateCalled, "VALUE2 UPDATE"); + }); + + // check descr + // LTDescr descr2 = LeanTween.descr( descrId ); + // LeanTest.expect(descr2 == null,"DESCRIPTION STARTS AS NULL"); + + StartCoroutine(timeBasedTesting()); + } + + private GameObject cubeNamed(string name) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.name = name; + return cube; + } + + IEnumerator timeBasedTesting() + { + yield return new WaitForEndOfFrame(); + + GameObject cubeNormal = cubeNamed("normalTimeScale"); + // float timeElapsedNormal = Time.time; + LeanTween.moveX(cubeNormal, 12f, 1.5f).setIgnoreTimeScale(false).setOnComplete(() => { + timeElapsedNormalTimeScale = Time.time; + }); + + LTDescr[] descr = LeanTween.descriptions(cubeNormal); + LeanTest.expect(descr.Length >= 0 && descr[0].to.x == 12f, "WE CAN RETRIEVE A DESCRIPTION"); + + GameObject cubeIgnore = cubeNamed("ignoreTimeScale"); + LeanTween.moveX(cubeIgnore, 5f, 1.5f).setIgnoreTimeScale(true).setOnComplete(() => { + timeElapsedIgnoreTimeScale = Time.time; + }); + + yield return new WaitForSeconds(1.5f); + LeanTest.expect(Mathf.Abs(timeElapsedNormalTimeScale - timeElapsedIgnoreTimeScale) < 0.7f, "START IGNORE TIMING", "timeElapsedIgnoreTimeScale:" + timeElapsedIgnoreTimeScale + " timeElapsedNormalTimeScale:" + timeElapsedNormalTimeScale); + + // yield return new WaitForSeconds(100f); + Time.timeScale = 4f; + + int pauseCount = 0; + LeanTween.value(gameObject, 0f, 1f, 1f).setOnUpdate((float val) => { + pauseCount++; + }).pause(); + + // Bezier should end at exact end position not just 99% close to it + Vector3[] roundCirc = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(-9.1f, 25.1f, 0f), new Vector3(-1.2f, 15.9f, 0f), new Vector3(-25f, 25f, 0f), new Vector3(-25f, 25f, 0f), new Vector3(-50.1f, 15.9f, 0f), new Vector3(-40.9f, 25.1f, 0f), new Vector3(-50f, 0f, 0f), new Vector3(-50f, 0f, 0f), new Vector3(-40.9f, -25.1f, 0f), new Vector3(-50.1f, -15.9f, 0f), new Vector3(-25f, -25f, 0f), new Vector3(-25f, -25f, 0f), new Vector3(0f, -15.9f, 0f), new Vector3(-9.1f, -25.1f, 0f), new Vector3(0f, 0f, 0f) }; + GameObject cubeRound = cubeNamed("bRound"); + Vector3 onStartPos = cubeRound.transform.position; + LeanTween.moveLocal(cubeRound, roundCirc, 0.5f).setOnComplete(() => { + LeanTest.expect(cubeRound.transform.position == onStartPos, "BEZIER CLOSED LOOP SHOULD END AT START", "onStartPos:" + onStartPos + " onEnd:" + cubeRound.transform.position); + }); + + // should be able to retrieve a point + LTBezierPath roundCircPath = new LTBezierPath(roundCirc); + float ratioPoint = roundCircPath.ratioAtPoint(new Vector3(-25f, 25f, 0f)); + LeanTest.expect(Mathf.Equals(ratioPoint, 0.25f), "BEZIER RATIO POINT"); + + // Spline should end at exact end position not just 99% close to it + Vector3[] roundSpline = new Vector3[] { new Vector3(0f, 0f, 0f), new Vector3(0f, 0f, 0f), new Vector3(2f, 0f, 0f), new Vector3(0.9f, 2f, 0f), new Vector3(0f, 0f, 0f), new Vector3(0f, 0f, 0f) }; + GameObject cubeSpline = cubeNamed("bSpline"); + Vector3 onStartPosSpline = cubeSpline.transform.position; + LeanTween.moveSplineLocal(cubeSpline, roundSpline, 0.5f).setOnComplete(() => { + LeanTest.expect(Vector3.Distance(onStartPosSpline, cubeSpline.transform.position) <= 0.01f, "SPLINE CLOSED LOOP SHOULD END AT START", "onStartPos:" + onStartPosSpline + " onEnd:" + cubeSpline.transform.position + " dist:" + Vector3.Distance(onStartPosSpline, cubeSpline.transform.position)); + }); + + // Sequence test, do three tweens and make sure they end at the right points + GameObject cubeSeq = cubeNamed("cSeq"); + var seq = LeanTween.sequence().append(LeanTween.moveX(cubeSeq, 100f, 0.2f)); + seq.append(0.1f).append(LeanTween.scaleX(cubeSeq, 2f, 0.1f)); + seq.append(() => { + LeanTest.expect(cubeSeq.transform.position.x == 100f, "SEQ MOVE X FINISHED", "move x:" + cubeSeq.transform.position.x); + LeanTest.expect(cubeSeq.transform.localScale.x == 2f, "SEQ SCALE X FINISHED", "scale x:" + cubeSeq.transform.localScale.x); + }).setScale(0.2f); + + // Bounds check + GameObject cubeBounds = cubeNamed("cBounds"); + bool didPassBounds = true; + Vector3 failPoint = Vector3.zero; + LeanTween.move(cubeBounds, new Vector3(10, 10, 10), 0.1f).setOnUpdate((float val) => { + // Debug.LogWarning("cubeBounds x:"+cubeBounds.transform.position.x + " y:"+ cubeBounds.transform.position.y+" z:"+cubeBounds.transform.position.z); + if (cubeBounds.transform.position.x < 0f || cubeBounds.transform.position.x > 10f || cubeBounds.transform.position.y < 0f || cubeBounds.transform.position.y > 10f || cubeBounds.transform.position.z < 0f || cubeBounds.transform.position.z > 10f) + { + didPassBounds = false; + failPoint = cubeBounds.transform.position; + // Debug.LogError("OUT OF BOUNDS"); + } + }).setLoopPingPong().setRepeat(8).setOnComplete(() => { + LeanTest.expect(didPassBounds, "OUT OF BOUNDS", "pos x:" + failPoint.x + " y:" + failPoint.y + " z:" + failPoint.z); + }); + + // Local scale check + //GameObject cubeLocal = cubeNamed("cLocal"); + //LeanTween.scale(cubeLocal, new Vector3(0.5f, 0.5f, 0.5f), 0.2f).setOnComplete(() => + //{ + // LeanTest.expect((cubeLocal.transform.localScale.x == 0.5f && cubeLocal.transform.localScale.y == 0.5f && cubeLocal.transform.localScale.z == 0.5f), "SCALE WORKS", "scale x:" + cubeLocal.transform.localScale.x + " y:" + cubeLocal.transform.localScale.y + " z:" + cubeLocal.transform.localScale.z); + //}); + + // Groups of tweens testing + groupTweens = new LTDescr[1200]; + groupGOs = new GameObject[groupTweens.Length]; + groupTweensCnt = 0; + int descriptionMatchCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + GameObject cube = cubeNamed("c" + i); + cube.transform.position = new Vector3(0, 0, i * 3); + + groupGOs[i] = cube; + } + + yield return new WaitForEndOfFrame(); + + bool hasGroupTweensCheckStarted = false; + int setOnStartNum = 0; + int setPosNum = 0; + bool setPosOnUpdate = true; + for (int i = 0; i < groupTweens.Length; i++) + { + Vector3 finalPos = transform.position + Vector3.one * 3f; + Dictionary finalDict = new Dictionary { { "final", finalPos }, { "go", groupGOs[i] } }; + groupTweens[i] = LeanTween.move(groupGOs[i], finalPos, 3f).setOnStart(() => { + setOnStartNum++; + }).setOnUpdate((Vector3 newPosition) => { + if (transform.position.z > newPosition.z) + { + setPosOnUpdate = false; + } + // Debug.LogWarning("New Position: " + newPosition.ToString()); + }). + setOnCompleteParam(finalDict). + setOnComplete((object param) => { + Dictionary finalDictRetr = param as Dictionary; + Vector3 neededPos = (Vector3)finalDictRetr["final"]; + GameObject tweenedGo = finalDictRetr["go"] as GameObject; + if (neededPos.ToString() == tweenedGo.transform.position.ToString()) + setPosNum++; + else + { + // Debug.Log("neededPos:"+neededPos+" tweenedGo.transform.position:"+tweenedGo.transform.position); + } + if (hasGroupTweensCheckStarted == false) + { + hasGroupTweensCheckStarted = true; + LeanTween.delayedCall(gameObject, 0.1f, () => { + LeanTest.expect(setOnStartNum == groupTweens.Length, "SETONSTART CALLS", "expected:" + groupTweens.Length + " was:" + setOnStartNum); + LeanTest.expect(groupTweensCnt == groupTweens.Length, "GROUP FINISH", "expected " + groupTweens.Length + " tweens but got " + groupTweensCnt); + LeanTest.expect(setPosNum == groupTweens.Length, "GROUP POSITION FINISH", "expected " + groupTweens.Length + " tweens but got " + setPosNum); + LeanTest.expect(setPosOnUpdate, "GROUP POSITION ON UPDATE"); + }); + } + groupTweensCnt++; + }); + + if (LeanTween.description(groupTweens[i].id).trans == groupTweens[i].trans) + descriptionMatchCount++; + } + + while (LeanTween.tweensRunning < groupTweens.Length) + yield return null; + + LeanTest.expect(descriptionMatchCount == groupTweens.Length, "GROUP IDS MATCH"); + int expectedSearch = groupTweens.Length + 7; + LeanTest.expect(LeanTween.maxSearch <= expectedSearch, "MAX SEARCH OPTIMIZED", "maxSearch:" + LeanTween.maxSearch + " should be:" + expectedSearch); + LeanTest.expect(LeanTween.isTweening() == true, "SOMETHING IS TWEENING"); + + // resume item before calling pause should continue item along it's way + float previousXlt4 = cube4.transform.position.x; + lt4 = LeanTween.moveX(cube4, 5.0f, 1.1f).setOnComplete(() => { + LeanTest.expect(cube4 != null && previousXlt4 != cube4.transform.position.x, "RESUME OUT OF ORDER", "cube4:" + cube4 + " previousXlt4:" + previousXlt4 + " cube4.transform.position.x:" + (cube4 != null ? cube4.transform.position.x : 0)); + }).setDestroyOnComplete(true); + lt4.resume(); + + rotateRepeat = rotateRepeatAngle = 0; + LeanTween.rotateAround(cube3, Vector3.forward, 360f, 0.1f).setRepeat(3).setOnComplete(rotateRepeatFinished).setOnCompleteOnRepeat(true).setDestroyOnComplete(true); + yield return new WaitForEndOfFrame(); + LeanTween.delayedCall(0.1f * 8f + 1f, rotateRepeatAllFinished); + + int countBeforeCancel = LeanTween.tweensRunning; + LeanTween.cancel(lt1Id); + LeanTest.expect(countBeforeCancel == LeanTween.tweensRunning, "CANCEL AFTER RESET SHOULD FAIL", "expected " + countBeforeCancel + " but got " + LeanTween.tweensRunning); + LeanTween.cancel(cube2); + + int tweenCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + if (LeanTween.isTweening(groupGOs[i])) + tweenCount++; + if (i % 3 == 0) + LeanTween.pause(groupGOs[i]); + else if (i % 3 == 1) + groupTweens[i].pause(); + else + LeanTween.pause(groupTweens[i].id); + } + LeanTest.expect(tweenCount == groupTweens.Length, "GROUP ISTWEENING", "expected " + groupTweens.Length + " tweens but got " + tweenCount); + + yield return new WaitForEndOfFrame(); + + tweenCount = 0; + for (int i = 0; i < groupTweens.Length; i++) + { + if (i % 3 == 0) + LeanTween.resume(groupGOs[i]); + else if (i % 3 == 1) + groupTweens[i].resume(); + else + LeanTween.resume(groupTweens[i].id); + + if (i % 2 == 0 ? LeanTween.isTweening(groupTweens[i].id) : LeanTween.isTweening(groupGOs[i])) + tweenCount++; + } + LeanTest.expect(tweenCount == groupTweens.Length, "GROUP RESUME"); + + LeanTest.expect(LeanTween.isTweening(cube1) == false, "CANCEL TWEEN LTDESCR"); + LeanTest.expect(LeanTween.isTweening(cube2) == false, "CANCEL TWEEN LEANTWEEN"); + + LeanTest.expect(pauseCount == 0, "ON UPDATE NOT CALLED DURING PAUSE", "expect pause count of 0, but got " + pauseCount); + + + yield return new WaitForEndOfFrame(); + Time.timeScale = 0.25f; + float tweenTime = 0.2f; + float expectedTime = tweenTime * (1f / Time.timeScale); + float start = Time.realtimeSinceStartup; + bool onUpdateWasCalled = false; + LeanTween.moveX(cube1, -5f, tweenTime).setOnUpdate((float val) => { + onUpdateWasCalled = true; + }).setOnComplete(() => { + float end = Time.realtimeSinceStartup; + float diff = end - start; + + LeanTest.expect(Mathf.Abs(expectedTime - diff) < 0.06f, "SCALED TIMING DIFFERENCE", "expected to complete in roughly " + expectedTime + " but completed in " + diff); + LeanTest.expect(Mathf.Approximately(cube1.transform.position.x, -5f), "SCALED ENDING POSITION", "expected to end at -5f, but it ended at " + cube1.transform.position.x); + LeanTest.expect(onUpdateWasCalled, "ON UPDATE FIRED"); + }); + + bool didGetCorrectOnUpdate = false; + LeanTween.value(gameObject, new Vector3(1f, 1f, 1f), new Vector3(10f, 10f, 10f), 1f).setOnUpdate((Vector3 val) => { + didGetCorrectOnUpdate = val.x >= 1f && val.y >= 1f && val.z >= 1f; + }).setOnComplete(() => { + LeanTest.expect(didGetCorrectOnUpdate, "VECTOR3 CALLBACK CALLED"); + }); + + yield return new WaitForSeconds(expectedTime); + Time.timeScale = 1f; + + int ltCount = 0; + GameObject[] allGos = FindObjectsOfType(typeof(GameObject)) as GameObject[]; + foreach (GameObject go in allGos) + { + if (go.name == "~LeanTween") + ltCount++; + } + LeanTest.expect(ltCount == 1, "RESET CORRECTLY CLEANS UP"); + + StartCoroutine(lotsOfCancels()); + } + + IEnumerator lotsOfCancels() + { + yield return new WaitForEndOfFrame(); + + Time.timeScale = 4f; + int cubeCount = 10; + + int[] tweensA = new int[cubeCount]; + GameObject[] aGOs = new GameObject[cubeCount]; + for (int i = 0; i < aGOs.Length; i++) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.transform.position = new Vector3(0, 0, i * 2f); + cube.name = "a" + i; + aGOs[i] = cube; + tweensA[i] = LeanTween.move(cube, cube.transform.position + new Vector3(10f, 0, 0), 0.5f + 1f * (1.0f / (float)aGOs.Length)).id; + LeanTween.color(cube, Color.red, 0.01f); + } + + yield return new WaitForSeconds(1.0f); + + int[] tweensB = new int[cubeCount]; + GameObject[] bGOs = new GameObject[cubeCount]; + for (int i = 0; i < bGOs.Length; i++) + { + GameObject cube = Instantiate(boxNoCollider) as GameObject; + cube.transform.position = new Vector3(0, 0, i * 2f); + cube.name = "b" + i; + bGOs[i] = cube; + tweensB[i] = LeanTween.move(cube, cube.transform.position + new Vector3(10f, 0, 0), 2f).id; + } + + for (int i = 0; i < aGOs.Length; i++) + { + LeanTween.cancel(aGOs[i]); + GameObject cube = aGOs[i]; + tweensA[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f), 2f).id; + } + + yield return new WaitForSeconds(0.5f); + + for (int i = 0; i < aGOs.Length; i++) + { + LeanTween.cancel(aGOs[i]); + GameObject cube = aGOs[i]; + tweensA[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f) + new Vector3(10f, 0, 0), 2f).id; + } + + for (int i = 0; i < bGOs.Length; i++) + { + LeanTween.cancel(bGOs[i]); + GameObject cube = bGOs[i]; + tweensB[i] = LeanTween.move(cube, new Vector3(0, 0, i * 2f), 2f).id; + } + + yield return new WaitForSeconds(2.1f); + + bool inFinalPlace = true; + for (int i = 0; i < aGOs.Length; i++) + { + if (Vector3.Distance(aGOs[i].transform.position, new Vector3(0, 0, i * 2f) + new Vector3(10f, 0, 0)) > 0.1f) + inFinalPlace = false; + } + + for (int i = 0; i < bGOs.Length; i++) + { + if (Vector3.Distance(bGOs[i].transform.position, new Vector3(0, 0, i * 2f)) > 0.1f) + inFinalPlace = false; + } + + LeanTest.expect(inFinalPlace, "AFTER LOTS OF CANCELS"); + + GameObject cubePaused = cubeNamed("cPaused"); + cubePaused.LeanMoveX(10f, 1f).setOnComplete(() => { + pauseTweenDidFinish = true; + }); + StartCoroutine(pauseTimeNow()); + } + + IEnumerator pauseTimeNow() + { + yield return new WaitForSeconds(0.5f); + Time.timeScale = 0; + + LeanTween.delayedCall(0.5f, () => { + Time.timeScale = 1f; + }).setUseEstimatedTime(true); + + LeanTween.delayedCall(1.5f, () => { + LeanTest.expect(pauseTweenDidFinish, "PAUSE BY TIMESCALE FINISHES"); + }).setUseEstimatedTime(true); + } + + void rotateRepeatFinished() + { + if (Mathf.Abs(cube3.transform.eulerAngles.z) < 0.0001f) + rotateRepeatAngle++; + rotateRepeat++; + } + + void rotateRepeatAllFinished() + { + LeanTest.expect(rotateRepeatAngle == 3, "ROTATE AROUND MULTIPLE", "expected 3 times received " + rotateRepeatAngle + " times"); + LeanTest.expect(rotateRepeat == 3, "ROTATE REPEAT", "expected 3 times received " + rotateRepeat + " times"); + LeanTest.expect(cube3 == null, "DESTROY ON COMPLETE", "cube3:" + cube3); + } + + void eventGameObjectCalled(LTEvent e) + { + eventGameObjectWasCalled = true; + } + + void eventGeneralCalled(LTEvent e) + { + eventGeneralWasCalled = true; + } + + } + +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta new file mode 100644 index 0000000..d2fc149 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingUnitTests.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fef58bd01146344429d022b95c6af872 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs new file mode 100644 index 0000000..85a1e09 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs @@ -0,0 +1,233 @@ +using UnityEngine; +using System.Collections; +using System; +using System.Threading; +using DentedPixel; + +public class TestingZLegacy : MonoBehaviour { + public AnimationCurve customAnimationCurve; + public Transform pt1; + public Transform pt2; + public Transform pt3; + public Transform pt4; + public Transform pt5; + + public delegate void NextFunc(); + private int exampleIter = 0; + private string[] exampleFunctions = new string[] { /**/"updateValue3Example", "loopTestClamp", "loopTestPingPong", "moveOnACurveExample", "customTweenExample", "moveExample", "rotateExample", "scaleExample", "updateValueExample", "delayedCallExample", "alphaExample", "moveLocalExample", "rotateAroundExample", "colorExample" }; + public bool useEstimatedTime = true; + private GameObject ltLogo; + private TimingType timingType = TimingType.SteadyNormalTime; + private int descrTimeScaleChangeId; + private Vector3 origin; + + public enum TimingType{ + SteadyNormalTime, + IgnoreTimeScale, + HalfTimeScale, + VariableTimeScale, + Length + } + + void Awake(){ + // LeanTween.init(3200); // This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + } + + void Start () { + ltLogo = GameObject.Find("LeanTweenLogo"); + LeanTween.delayedCall(1f, cycleThroughExamples); + origin = ltLogo.transform.position; + +// alphaExample(); + } + + void pauseNow(){ + Time.timeScale = 0f; + Debug.Log("pausing"); + } + + void OnGUI(){ + string label = useEstimatedTime ? "useEstimatedTime" : "timeScale:"+Time.timeScale; + GUI.Label(new Rect(0.03f*Screen.width,0.03f*Screen.height,0.5f*Screen.width,0.3f*Screen.height), label); + } + + void endlessCallback(){ + Debug.Log("endless"); + } + + void cycleThroughExamples(){ + if(exampleIter==0){ + int iter = (int)timingType + 1; + if(iter>(int)TimingType.Length) + iter = 0; + timingType = (TimingType)iter; + useEstimatedTime = timingType==TimingType.IgnoreTimeScale; + Time.timeScale = useEstimatedTime ? 0 : 1f; // pause the Time Scale to show the effectiveness of the useEstimatedTime feature (this is very usefull with Pause Screens) + if(timingType==TimingType.HalfTimeScale) + Time.timeScale = 0.5f; + + if(timingType==TimingType.VariableTimeScale){ + descrTimeScaleChangeId = LeanTween.value( gameObject, 0.01f, 10.0f, 3f).setOnUpdate( (float val)=>{ + //Debug.Log("timeScale val:"+val); + Time.timeScale = val; + }).setEase(LeanTweenType.easeInQuad).setUseEstimatedTime(true).setRepeat(-1).id; + }else{ + Debug.Log("cancel variable time"); + LeanTween.cancel( descrTimeScaleChangeId ); + } + } + gameObject.BroadcastMessage( exampleFunctions[ exampleIter ] ); + + // Debug.Log("cycleThroughExamples time:"+Time.time + " useEstimatedTime:"+useEstimatedTime); + float delayTime = 1.1f; + LeanTween.delayedCall( gameObject, delayTime, cycleThroughExamples).setUseEstimatedTime(useEstimatedTime); + + exampleIter = exampleIter+1>=exampleFunctions.Length ? 0 : exampleIter + 1; + } + + public void updateValue3Example(){ + Debug.Log("updateValue3Example Time:"+Time.time); + LeanTween.value( gameObject, updateValue3ExampleCallback, new Vector3(0.0f, 270.0f, 0.0f), new Vector3(30.0f, 270.0f, 180f), 0.5f ).setEase(LeanTweenType.easeInBounce).setRepeat(2).setLoopPingPong().setOnUpdateVector3(updateValue3ExampleUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValue3ExampleUpdate( Vector3 val){ + //Debug.Log("val:"+val+" obj:"+obj); + } + + public void updateValue3ExampleCallback( Vector3 val ){ + ltLogo.transform.eulerAngles = val; + // Debug.Log("updateValue3ExampleCallback:"+val); + } + + public void loopTestClamp(){ + Debug.Log("loopTestClamp Time:"+Time.time); + GameObject cube1 = GameObject.Find("Cube1"); + cube1.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + LeanTween.scaleZ( cube1, 4.0f, 1.0f).setEase(LeanTweenType.easeOutElastic).setRepeat(7).setLoopClamp().setUseEstimatedTime(useEstimatedTime);// + } + + public void loopTestPingPong(){ + Debug.Log("loopTestPingPong Time:"+Time.time); + GameObject cube2 = GameObject.Find("Cube2"); + cube2.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + LeanTween.scaleY( cube2, 4.0f, 1.0f ).setEase(LeanTweenType.easeOutQuad).setLoopPingPong(4).setUseEstimatedTime(useEstimatedTime); + //LeanTween.scaleY( cube2, 4.0f, 1.0f, LeanTween.options().setEaseOutQuad().setRepeat(8).setLoopPingPong().setUseEstimatedTime(useEstimatedTime) ); + } + + public void colorExample(){ + GameObject lChar = GameObject.Find("LCharacter"); + LeanTween.color( lChar, new Color(1.0f,0.0f,0.0f,0.5f), 0.5f ).setEase(LeanTweenType.easeOutBounce).setRepeat(2).setLoopPingPong().setUseEstimatedTime(useEstimatedTime); + } + + public void moveOnACurveExample(){ + Debug.Log("moveOnACurveExample Time:"+Time.time); + + Vector3[] path = new Vector3[] { origin,pt1.position,pt2.position,pt3.position,pt3.position,pt4.position,pt5.position,origin}; + LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setUseEstimatedTime(useEstimatedTime); + } + + public void customTweenExample(){ + Debug.Log("customTweenExample starting pos:"+ltLogo.transform.position+" origin:"+origin); + + LeanTween.moveX( ltLogo, -10.0f, 0.5f ).setEase(customAnimationCurve).setUseEstimatedTime(useEstimatedTime); + LeanTween.moveX( ltLogo, 0.0f, 0.5f ).setEase(customAnimationCurve).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveExample(){ + Debug.Log("moveExample"); + + LeanTween.move( ltLogo, new Vector3(-2f,-1f,0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + LeanTween.move( ltLogo, origin, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateExample(){ + Debug.Log("rotateExample"); + + Hashtable returnParam = new Hashtable(); + returnParam.Add("yo", 5.0); + + LeanTween.rotate( ltLogo, new Vector3(0f,360f,0f), 1f).setEase(LeanTweenType.easeOutQuad).setOnComplete(rotateFinished).setOnCompleteParam(returnParam).setOnUpdate(rotateOnUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateOnUpdate( float val ){ + //Debug.Log("rotating val:"+val); + } + + public void rotateFinished( object hash ){ + Hashtable h = hash as Hashtable; + Debug.Log("rotateFinished hash:"+h["yo"]); + } + + public void scaleExample(){ + Debug.Log("scaleExample"); + + Vector3 currentScale = ltLogo.transform.localScale; + LeanTween.scale( ltLogo, new Vector3(currentScale.x+0.2f,currentScale.y+0.2f,currentScale.z+0.2f), 1f ).setEase(LeanTweenType.easeOutBounce).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExample(){ + Debug.Log("updateValueExample"); + Hashtable pass = new Hashtable(); + pass.Add("message", "hi"); + LeanTween.value( gameObject, (Action)updateValueExampleCallback, ltLogo.transform.eulerAngles.y, 270f, 1f ).setEase(LeanTweenType.easeOutElastic).setOnUpdateParam(pass).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExampleCallback( float val, object hash ){ + // Hashtable h = hash as Hashtable; + // Debug.Log("message:"+h["message"]+" val:"+val); + Vector3 tmp = ltLogo.transform.eulerAngles; + tmp.y = val; + ltLogo.transform.eulerAngles = tmp; + } + + public void delayedCallExample(){ + Debug.Log("delayedCallExample"); + + LeanTween.delayedCall(0.5f, delayedCallExampleCallback).setUseEstimatedTime(useEstimatedTime); + } + + public void delayedCallExampleCallback(){ + Debug.Log("Delayed function was called"); + Vector3 currentScale = ltLogo.transform.localScale; + + LeanTween.scale( ltLogo, new Vector3(currentScale.x-0.2f,currentScale.y-0.2f,currentScale.z-0.2f), 0.5f ).setEase(LeanTweenType.easeInOutCirc).setUseEstimatedTime(useEstimatedTime); + } + + public void alphaExample(){ + Debug.Log("alphaExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + LeanTween.alpha( lChar, 0.0f, 0.5f ).setUseEstimatedTime(useEstimatedTime); + LeanTween.alpha( lChar, 1.0f, 0.5f ).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveLocalExample(){ + Debug.Log("moveLocalExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + Vector3 origPos = lChar.transform.localPosition; + LeanTween.moveLocal( lChar, new Vector3(0.0f,2.0f,0.0f), 0.5f ).setUseEstimatedTime(useEstimatedTime); + LeanTween.moveLocal( lChar, origPos, 0.5f ).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateAroundExample(){ + Debug.Log("rotateAroundExample"); + + GameObject lChar = GameObject.Find ("LCharacter"); + LeanTween.rotateAround( lChar, Vector3.up, 360.0f, 1.0f ).setUseEstimatedTime(useEstimatedTime); + } + + public void loopPause(){ + GameObject cube1 = GameObject.Find("Cube1"); + LeanTween.pause(cube1); + } + + public void loopResume(){ + GameObject cube1 = GameObject.Find("Cube1"); + LeanTween.resume(cube1 ); + } + + public void punchTest(){ + LeanTween.moveX( ltLogo, 7.0f, 1.0f ).setEase(LeanTweenType.punch).setUseEstimatedTime(useEstimatedTime); + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta new file mode 100644 index 0000000..18e3411 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacy.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ed8575995d061498aa84acbaf0b377de +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs new file mode 100644 index 0000000..156e048 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs @@ -0,0 +1,269 @@ +using UnityEngine; +using System.Collections; +using System; +using System.Threading; +using DentedPixel; + + +public class TestingZLegacyExt : MonoBehaviour { + + public AnimationCurve customAnimationCurve; + public Transform pt1; + public Transform pt2; + public Transform pt3; + public Transform pt4; + public Transform pt5; + + public delegate void NextFunc(); + private int exampleIter = 0; + private string[] exampleFunctions = new string[] { /**/"updateValue3Example", "loopTestClamp", "loopTestPingPong", "moveOnACurveExample", "customTweenExample", "moveExample", "rotateExample", "scaleExample", "updateValueExample", "delayedCallExample", "alphaExample", "moveLocalExample", "rotateAroundExample", "colorExample" }; + public bool useEstimatedTime = true; + private Transform ltLogo; + private TimingType timingType = TimingType.SteadyNormalTime; + private int descrTimeScaleChangeId; + private Vector3 origin; + + public enum TimingType + { + SteadyNormalTime, + IgnoreTimeScale, + HalfTimeScale, + VariableTimeScale, + Length + } + + void Awake() + { + // LeanTween.init(3200); // This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + } + + void Start() + { + ltLogo = GameObject.Find("LeanTweenLogo").transform; + LeanTween.delayedCall(1f, cycleThroughExamples); + origin = ltLogo.position; + + // alphaExample(); + } + + void pauseNow() + { + Time.timeScale = 0f; + Debug.Log("pausing"); + } + + void OnGUI() + { + string label = useEstimatedTime ? "useEstimatedTime" : "timeScale:" + Time.timeScale; + GUI.Label(new Rect(0.03f * Screen.width, 0.03f * Screen.height, 0.5f * Screen.width, 0.3f * Screen.height), label); + } + + void endlessCallback() + { + Debug.Log("endless"); + } + + void cycleThroughExamples() + { + if (exampleIter == 0) + { + int iter = (int)timingType + 1; + if (iter > (int)TimingType.Length) + iter = 0; + timingType = (TimingType)iter; + useEstimatedTime = timingType == TimingType.IgnoreTimeScale; + Time.timeScale = useEstimatedTime ? 0 : 1f; // pause the Time Scale to show the effectiveness of the useEstimatedTime feature (this is very usefull with Pause Screens) + if (timingType == TimingType.HalfTimeScale) + Time.timeScale = 0.5f; + + if (timingType == TimingType.VariableTimeScale) + { + descrTimeScaleChangeId = gameObject.LeanValue(0.01f, 10.0f, 3f).setOnUpdate((float val) => { + //Debug.Log("timeScale val:"+val); + Time.timeScale = val; + }).setEase(LeanTweenType.easeInQuad).setUseEstimatedTime(true).setRepeat(-1).id; + } + else + { + Debug.Log("cancel variable time"); + LeanTween.cancel(descrTimeScaleChangeId); + } + } + gameObject.BroadcastMessage(exampleFunctions[exampleIter]); + + // Debug.Log("cycleThroughExamples time:"+Time.time + " useEstimatedTime:"+useEstimatedTime); + float delayTime = 1.1f; + gameObject.LeanDelayedCall( delayTime, cycleThroughExamples).setUseEstimatedTime(useEstimatedTime); + + exampleIter = exampleIter + 1 >= exampleFunctions.Length ? 0 : exampleIter + 1; + } + + public void updateValue3Example() + { + Debug.Log("updateValue3Example Time:" + Time.time); + gameObject.LeanValue( updateValue3ExampleCallback, new Vector3(0.0f, 270.0f, 0.0f), new Vector3(30.0f, 270.0f, 180f), 0.5f).setEase(LeanTweenType.easeInBounce).setRepeat(2).setLoopPingPong().setOnUpdateVector3(updateValue3ExampleUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValue3ExampleUpdate(Vector3 val) + { + //Debug.Log("val:"+val+" obj:"+obj); + } + + public void updateValue3ExampleCallback(Vector3 val) + { + ltLogo.transform.eulerAngles = val; + // Debug.Log("updateValue3ExampleCallback:"+val); + } + + public void loopTestClamp() + { + Debug.Log("loopTestClamp Time:" + Time.time); + Transform cube1 = GameObject.Find("Cube1").transform; + cube1.localScale = new Vector3(1.0f, 1.0f, 1.0f); + cube1.LeanScaleZ( 4.0f, 1.0f).setEase(LeanTweenType.easeOutElastic).setRepeat(7).setLoopClamp().setUseEstimatedTime(useEstimatedTime);// + } + + public void loopTestPingPong() + { + Debug.Log("loopTestPingPong Time:" + Time.time); + Transform cube2 = GameObject.Find("Cube2").transform; + cube2.localScale = new Vector3(1.0f, 1.0f, 1.0f); + cube2.LeanScaleY( 4.0f, 1.0f).setEase(LeanTweenType.easeOutQuad).setLoopPingPong(4).setUseEstimatedTime(useEstimatedTime); + //LeanTween.scaleY( cube2, 4.0f, 1.0f, LeanTween.options().setEaseOutQuad().setRepeat(8).setLoopPingPong().setUseEstimatedTime(useEstimatedTime) ); + } + + public void colorExample() + { + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanColor( new Color(1.0f, 0.0f, 0.0f, 0.5f), 0.5f).setEase(LeanTweenType.easeOutBounce).setRepeat(2).setLoopPingPong().setUseEstimatedTime(useEstimatedTime); + } + + public void moveOnACurveExample() + { + Debug.Log("moveOnACurveExample Time:" + Time.time); + + Vector3[] path = new Vector3[] { origin, pt1.position, pt2.position, pt3.position, pt3.position, pt4.position, pt5.position, origin }; + ltLogo.LeanMove( path, 1.0f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setUseEstimatedTime(useEstimatedTime); + } + + public void customTweenExample() + { + Debug.Log("customTweenExample starting pos:" + ltLogo.position + " origin:" + origin); + + ltLogo.LeanMoveX(-10.0f, 0.5f).setEase(customAnimationCurve).setUseEstimatedTime(useEstimatedTime); + ltLogo.LeanMoveX( 0.0f, 0.5f).setEase(customAnimationCurve).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveExample() + { + Debug.Log("moveExample"); + + ltLogo.LeanMove(new Vector3(-2f, -1f, 0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + ltLogo.LeanMove(origin, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateExample() + { + Debug.Log("rotateExample"); + + Hashtable returnParam = new Hashtable(); + returnParam.Add("yo", 5.0); + + ltLogo.LeanRotate(new Vector3(0f, 360f, 0f), 1f).setEase(LeanTweenType.easeOutQuad).setOnComplete(rotateFinished).setOnCompleteParam(returnParam).setOnUpdate(rotateOnUpdate).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateOnUpdate(float val) + { + //Debug.Log("rotating val:"+val); + } + + public void rotateFinished(object hash) + { + Hashtable h = hash as Hashtable; + Debug.Log("rotateFinished hash:" + h["yo"]); + } + + public void scaleExample() + { + Debug.Log("scaleExample"); + + Vector3 currentScale = ltLogo.localScale; + ltLogo.LeanScale(new Vector3(currentScale.x + 0.2f, currentScale.y + 0.2f, currentScale.z + 0.2f), 1f).setEase(LeanTweenType.easeOutBounce).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExample() + { + Debug.Log("updateValueExample"); + Hashtable pass = new Hashtable(); + pass.Add("message", "hi"); + gameObject.LeanValue( (Action)updateValueExampleCallback, ltLogo.eulerAngles.y, 270f, 1f).setEase(LeanTweenType.easeOutElastic).setOnUpdateParam(pass).setUseEstimatedTime(useEstimatedTime); + } + + public void updateValueExampleCallback(float val, object hash) + { + // Hashtable h = hash as Hashtable; + // Debug.Log("message:"+h["message"]+" val:"+val); + Vector3 tmp = ltLogo.eulerAngles; + tmp.y = val; + ltLogo.transform.eulerAngles = tmp; + } + + public void delayedCallExample() + { + Debug.Log("delayedCallExample"); + + LeanTween.delayedCall(0.5f, delayedCallExampleCallback).setUseEstimatedTime(useEstimatedTime); + } + + public void delayedCallExampleCallback() + { + Debug.Log("Delayed function was called"); + Vector3 currentScale = ltLogo.localScale; + + ltLogo.LeanScale( new Vector3(currentScale.x - 0.2f, currentScale.y - 0.2f, currentScale.z - 0.2f), 0.5f).setEase(LeanTweenType.easeInOutCirc).setUseEstimatedTime(useEstimatedTime); + } + + public void alphaExample() + { + Debug.Log("alphaExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanAlpha( 0.0f, 0.5f).setUseEstimatedTime(useEstimatedTime); + lChar.LeanAlpha( 1.0f, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void moveLocalExample() + { + Debug.Log("moveLocalExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + Vector3 origPos = lChar.transform.localPosition; + lChar.LeanMoveLocal( new Vector3(0.0f, 2.0f, 0.0f), 0.5f).setUseEstimatedTime(useEstimatedTime); + lChar.LeanMoveLocal( origPos, 0.5f).setDelay(0.5f).setUseEstimatedTime(useEstimatedTime); + } + + public void rotateAroundExample() + { + Debug.Log("rotateAroundExample"); + + GameObject lChar = GameObject.Find("LCharacter"); + lChar.LeanRotateAround(Vector3.up, 360.0f, 1.0f).setUseEstimatedTime(useEstimatedTime); + } + + public void loopPause() + { + GameObject cube1 = GameObject.Find("Cube1"); + cube1.LeanPause(); + } + + public void loopResume() + { + GameObject cube1 = GameObject.Find("Cube1"); + cube1.LeanResume(); + } + + public void punchTest() + { + ltLogo.LeanMoveX(7.0f, 1.0f).setEase(LeanTweenType.punch).setUseEstimatedTime(useEstimatedTime); + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta new file mode 100644 index 0000000..99c9e1f --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Examples/Scripts/TestingZLegacyExt.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c5a76b5b44fc4416a82391d1ab9ec33d +timeCreated: 1533844515 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + 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+1,2308 @@ +//namespace DentedPixel{ +using System; +using UnityEngine; + +/** +* Internal Representation of a Tween
    +*
    +* This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).

    +* Optional Parameters are passed at the end of every method:
    +*
    +*   Example:
    +*   LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +*
    +* You can pass the optional parameters in any order, and chain on as many as you wish.
    +* You can also pass parameters at a later time by saving a reference to what is returned.
    +*
    +* Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods
    +*
    +*   

    Example:

    +*   int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    +*
      // pause a specific tween
    +*   LeanTween.pause(id);
    +*
      // resume later
    +*   LeanTween.resume(id);
    +*
      // check if it is tweening before kicking of a new tween
    +*   if( LeanTween.isTweening( id ) ){
    +*       LeanTween.cancel( id );
    +*       LeanTween.moveZ(gameObject, 10f, 3f);
    +*   }
    +* @class LTDescr +* @constructor +*/ +public class LTDescr +{ + public bool toggle; + public bool useEstimatedTime; + public bool useFrames; + public bool useManualTime; + public bool usesNormalDt; + public bool hasInitiliazed; + public bool hasExtraOnCompletes; + public bool hasPhysics; + public bool onCompleteOnRepeat; + public bool onCompleteOnStart; + public bool useRecursion; + public float ratioPassed; + public float passed; + public float delay; + public float time; + public float speed; + public float lastVal; + private uint _id; + public int loopCount; + public uint counter = uint.MaxValue; + public float direction; + public float directionLast; + public float overshoot; + public float period; + public float scale; + public bool destroyOnComplete; + public Transform trans; + internal Vector3 fromInternal; + public Vector3 from { get { return this.fromInternal; } set { this.fromInternal = value; } } + internal Vector3 toInternal; + public Vector3 to { get { return this.toInternal; } set { this.toInternal = value; } } + internal Vector3 diff; + internal Vector3 diffDiv2; + public TweenAction type; + private LeanTweenType easeType; + public LeanTweenType loopType; + + public bool hasUpdateCallback; + + public EaseTypeDelegate easeMethod; + public ActionMethodDelegate easeInternal {get; set; } + public ActionMethodDelegate initInternal {get; set; } + public delegate Vector3 EaseTypeDelegate(); + public delegate void ActionMethodDelegate(); + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + public SpriteRenderer spriteRen; + #endif + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + public RectTransform rectTransform; + public UnityEngine.UI.Text uiText; + public UnityEngine.UI.Image uiImage; + public UnityEngine.UI.RawImage rawImage; + public UnityEngine.Sprite[] sprites; +#endif + + // Convenience Getters + public Transform toTrans{ + get{ + return optional.toTrans; + } + } + + public LTDescrOptional _optional = new LTDescrOptional(); + + public override string ToString(){ + return (trans!=null ? "name:"+trans.gameObject.name : "gameObject:null")+" toggle:"+toggle+" passed:"+passed+" time:"+time+" delay:"+delay+" direction:"+direction+" from:"+from+" to:"+to+" diff:"+diff+" type:"+type+" ease:"+easeType+" useEstimatedTime:"+useEstimatedTime+" id:"+id+" hasInitiliazed:"+hasInitiliazed; + } + + public LTDescr(){ + + } + + [System.Obsolete("Use 'LeanTween.cancel( id )' instead")] + public LTDescr cancel( GameObject gameObject ){ + // Debug.Log("canceling id:"+this._id+" this.uniqueId:"+this.uniqueId+" go:"+this.trans.gameObject); + if(gameObject==this.trans.gameObject) + LeanTween.removeTween((int)this._id, this.uniqueId); + return this; + } + + public int uniqueId{ + get{ + uint toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return (int)toId; + } + } + + public int id{ + get{ + return uniqueId; + } + } + + public LTDescrOptional optional{ + get{ + return _optional; + } + set{ + this._optional = value; + } + } + + public void reset(){ + this.toggle = this.useRecursion = this.usesNormalDt = true; + this.trans = null; + this.spriteRen = null; + this.passed = this.delay = this.lastVal = 0.0f; + this.hasUpdateCallback = this.useEstimatedTime = this.useFrames = this.hasInitiliazed = this.onCompleteOnRepeat = this.destroyOnComplete = this.onCompleteOnStart = this.useManualTime = this.hasExtraOnCompletes = false; + this.easeType = LeanTweenType.linear; + this.loopType = LeanTweenType.once; + this.loopCount = 0; + this.direction = this.directionLast = this.overshoot = this.scale = 1.0f; + this.period = 0.3f; + this.speed = -1f; + this.easeMethod = this.easeLinear; + this.from = this.to = Vector3.zero; + this._optional.reset(); + } + + // Initialize and Internal Methods + + public LTDescr setFollow() + { + this.type = TweenAction.FOLLOW; + return this; + } + + public LTDescr setMoveX(){ + this.type = TweenAction.MOVE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.x; }; + this.easeInternal = ()=>{ trans.position=new Vector3( easeMethod().x,trans.position.y,trans.position.z); }; + return this; + } + + public LTDescr setMoveY(){ + this.type = TweenAction.MOVE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.y; }; + this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,easeMethod().x,trans.position.z); }; + return this; + } + + public LTDescr setMoveZ(){ + this.type = TweenAction.MOVE_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.position.z; };; + this.easeInternal = ()=>{ trans.position=new Vector3( trans.position.x,trans.position.y,easeMethod().x); }; + return this; + } + + public LTDescr setMoveLocalX(){ + this.type = TweenAction.MOVE_LOCAL_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.x; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( easeMethod().x,trans.localPosition.y,trans.localPosition.z); }; + return this; + } + + public LTDescr setMoveLocalY(){ + this.type = TweenAction.MOVE_LOCAL_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.y; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,easeMethod().x,trans.localPosition.z); }; + return this; + } + + public LTDescr setMoveLocalZ(){ + this.type = TweenAction.MOVE_LOCAL_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.localPosition.z; }; + this.easeInternal = ()=>{ trans.localPosition=new Vector3( trans.localPosition.x,trans.localPosition.y,easeMethod().x); }; + return this; + } + + private void initFromInternal(){ this.fromInternal.x = 0; } + + public LTDescr setOffset( Vector3 offset ){ + this.toInternal = offset; + return this; + } + + public LTDescr setMoveCurved(){ + this.type = TweenAction.MOVE_CURVED; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.path.orientToPath){ + if(this._optional.path.orientToPath2d){ + this._optional.path.place2d( trans, val ); + }else{ + this._optional.path.place( trans, val ); + } + }else{ + trans.position = this._optional.path.point( val ); + } + }; + return this; + } + + public LTDescr setMoveCurvedLocal(){ + this.type = TweenAction.MOVE_CURVED_LOCAL; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.path.orientToPath){ + if(this._optional.path.orientToPath2d){ + this._optional.path.placeLocal2d( trans, val ); + }else{ + this._optional.path.placeLocal( trans, val ); + } + }else{ + trans.localPosition = this._optional.path.point( val ); + } + }; + return this; + } + + public LTDescr setMoveSpline(){ + this.type = TweenAction.MOVE_SPLINE; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.spline.orientToPath){ + if(this._optional.spline.orientToPath2d){ + this._optional.spline.place2d( trans, val ); + }else{ + this._optional.spline.place( trans, val ); + } + }else{ + trans.position = this._optional.spline.point( val ); + } + }; + return this; + } + + public LTDescr setMoveSplineLocal(){ + this.type = TweenAction.MOVE_SPLINE_LOCAL; + this.initInternal = this.initFromInternal; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this._optional.spline.orientToPath){ + if(this._optional.spline.orientToPath2d){ + this._optional.spline.placeLocal2d( trans, val ); + }else{ + this._optional.spline.placeLocal( trans, val ); + } + }else{ + trans.localPosition = this._optional.spline.point( val ); + } + }; + return this; + } + + public LTDescr setScaleX(){ + this.type = TweenAction.SCALE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.x; }; + this.easeInternal = ()=>{ trans.localScale = new Vector3( easeMethod().x,trans.localScale.y,trans.localScale.z); }; + return this; + } + + public LTDescr setScaleY(){ + this.type = TweenAction.SCALE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.y; }; + this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,easeMethod().x,trans.localScale.z); }; + return this; + } + + public LTDescr setScaleZ(){ + this.type = TweenAction.SCALE_Z; + this.initInternal = ()=>{ this.fromInternal.x = trans.localScale.z; }; + this.easeInternal = ()=>{ trans.localScale=new Vector3( trans.localScale.x,trans.localScale.y,easeMethod().x); }; + return this; + } + + public LTDescr setRotateX(){ + this.type = TweenAction.ROTATE_X; + this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.x; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(easeMethod().x,trans.eulerAngles.y,trans.eulerAngles.z); }; + return this; + } + + public LTDescr setRotateY(){ + this.type = TweenAction.ROTATE_Y; + this.initInternal = ()=>{ this.fromInternal.x = trans.eulerAngles.y; this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x);}; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,easeMethod().x,trans.eulerAngles.z); }; + return this; + } + + public LTDescr setRotateZ(){ + this.type = TweenAction.ROTATE_Z; + this.initInternal = ()=>{ + this.fromInternal.x = trans.eulerAngles.z; + this.toInternal.x = LeanTween.closestRot( this.fromInternal.x, this.toInternal.x); + }; + this.easeInternal = ()=>{ trans.eulerAngles=new Vector3(trans.eulerAngles.x,trans.eulerAngles.y,easeMethod().x); }; + return this; + } + + public LTDescr setRotateAround(){ + this.type = TweenAction.ROTATE_AROUND; + this.initInternal = ()=>{ + this.fromInternal.x = 0f; + this._optional.origRotation = trans.rotation; + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Vector3 origPos = trans.localPosition; + Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + // Debug.Log("this._optional.point:"+this._optional.point); + trans.RotateAround(rotateAroundPt, this._optional.axis, -this._optional.lastVal); + Vector3 diff = origPos - trans.localPosition; + + trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position + trans.rotation = this._optional.origRotation; + + rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + trans.RotateAround(rotateAroundPt, this._optional.axis, val); + + this._optional.lastVal = val; + }; + return this; + } + + public LTDescr setRotateAroundLocal(){ + this.type = TweenAction.ROTATE_AROUND_LOCAL; + this.initInternal = ()=>{ + this.fromInternal.x = 0f; + this._optional.origRotation = trans.localRotation; + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Vector3 origPos = trans.localPosition; + trans.RotateAround((Vector3)trans.TransformPoint( this._optional.point ), trans.TransformDirection(this._optional.axis), -this._optional.lastVal); + Vector3 diff = origPos - trans.localPosition; + + trans.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position + trans.localRotation = this._optional.origRotation; + Vector3 rotateAroundPt = (Vector3)trans.TransformPoint( this._optional.point ); + trans.RotateAround(rotateAroundPt, trans.TransformDirection(this._optional.axis), val); + + this._optional.lastVal = val; + }; + return this; + } + + public LTDescr setAlpha(){ + this.type = TweenAction.ALPHA; + this.initInternal = ()=>{ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + if(trans.gameObject.renderer){ this.fromInternal.x = trans.gameObject.renderer.material.color.a; }else if(trans.childCount>0){ foreach (Transform child in trans) { if(child.gameObject.renderer!=null){ Color col = child.gameObject.renderer.material.color; this.fromInternal.x = col.a; break; }}} + this.easeInternal = this.alpha; + break; + #else + SpriteRenderer ren = trans.GetComponent(); + if(ren!=null){ + this.fromInternal.x = ren.color.a; + }else{ + if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_Color")){ + this.fromInternal.x = trans.GetComponent().material.color.a; + }else if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_TintColor")){ + Color col = trans.GetComponent().material.GetColor("_TintColor"); + this.fromInternal.x = col.a; + }else if(trans.childCount>0){ + foreach (Transform child in trans) { + if(child.gameObject.GetComponent()!=null){ + Color col = child.gameObject.GetComponent().material.color; + this.fromInternal.x = col.a; + break; + } + } + } + } + #endif + + this.easeInternal = ()=>{ + val = easeMethod().x; + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + alphaRecursive(this.trans, val, this.useRecursion); + #else + if(this.spriteRen!=null){ + this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); + alphaRecursiveSprite(this.trans, val); + }else{ + alphaRecursive(this.trans, val, this.useRecursion); + } + #endif + }; + + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + alphaRecursive(this.trans, val, this.useRecursion); + #else + if(this.spriteRen!=null){ + this.spriteRen.color = new Color( this.spriteRen.color.r, this.spriteRen.color.g, this.spriteRen.color.b, val); + alphaRecursiveSprite(this.trans, val); + }else{ + alphaRecursive(this.trans, val, this.useRecursion); + } + #endif + }; + return this; + } + + public LTDescr setTextAlpha(){ + this.type = TweenAction.TEXT_ALPHA; + this.initInternal = ()=>{ + this.uiText = trans.GetComponent(); + this.fromInternal.x = this.uiText != null ? this.uiText.color.a : 1f; + }; + this.easeInternal = ()=>{ textAlphaRecursive( trans, easeMethod().x, this.useRecursion ); }; + return this; + } + + public LTDescr setAlphaVertex(){ + this.type = TweenAction.ALPHA_VERTEX; + this.initInternal = ()=>{ this.fromInternal.x = trans.GetComponent().mesh.colors32[0].a; }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Mesh mesh = trans.GetComponent().mesh; + Vector3[] vertices = mesh.vertices; + Color32[] colors = new Color32[vertices.Length]; + if (colors.Length == 0){ //MaxFW fix: add vertex colors if the mesh doesn't have any + Color32 transparentWhiteColor32 = new Color32(0xff, 0xff, 0xff, 0x00); + colors = new Color32[mesh.vertices.Length]; + for (int k=0; k{ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + if(trans.gameObject.renderer){ + this.setFromColor( trans.gameObject.renderer.material.color ); + }else if(trans.childCount>0){ + foreach (Transform child in trans) { + if(child.gameObject.renderer!=null){ + this.setFromColor( child.gameObject.renderer.material.color ); + break; + } + } + } + #else + SpriteRenderer renColor = trans.GetComponent(); + if(renColor!=null){ + this.setFromColor( renColor.color ); + }else{ + if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_Color")){ + Color col = trans.GetComponent().material.color; + this.setFromColor( col ); + }else if(trans.GetComponent()!=null && trans.GetComponent().material.HasProperty("_TintColor")){ + Color col = trans.GetComponent().material.GetColor ("_TintColor"); + this.setFromColor( col ); + }else if(trans.childCount>0){ + foreach (Transform child in trans) { + if(child.gameObject.GetComponent()!=null){ + Color col = child.gameObject.GetComponent().material.color; + this.setFromColor( col ); + break; + } + } + } + } + #endif + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Color toColor = tweenColor(this, val); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + + if(this.spriteRen!=null){ + this.spriteRen.color = toColor; + colorRecursiveSprite( trans, toColor); + }else{ + #endif + // Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); + if(this.type==TweenAction.COLOR) + colorRecursive(trans, toColor, this.useRecursion); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + } + #endif + if(dt!=0f && this._optional.onUpdateColor!=null){ + this._optional.onUpdateColor(toColor); + }else if(dt!=0f && this._optional.onUpdateColorObject!=null){ + this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); + } + }; + return this; + } + + public LTDescr setCallbackColor(){ + this.type = TweenAction.CALLBACK_COLOR; + this.initInternal = ()=>{ this.diff = new Vector3(1.0f,0.0f,0.0f); }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Color toColor = tweenColor(this, val); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + if(this.spriteRen!=null){ + this.spriteRen.color = toColor; + colorRecursiveSprite( trans, toColor); + }else{ + #endif + // Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff); + if(this.type==TweenAction.COLOR) + colorRecursive(trans, toColor, this.useRecursion); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + } + #endif + if(dt!=0f && this._optional.onUpdateColor!=null){ + this._optional.onUpdateColor(toColor); + }else if(dt!=0f && this._optional.onUpdateColorObject!=null){ + this._optional.onUpdateColorObject(toColor, this._optional.onUpdateParam); + } + }; + return this; + } + + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + public LTDescr setTextColor(){ + this.type = TweenAction.TEXT_COLOR; + this.initInternal = ()=>{ + this.uiText = trans.GetComponent(); + this.setFromColor( this.uiText != null ? this.uiText.color : Color.white ); + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Color toColor = tweenColor(this, val); + this.uiText.color = toColor; + if (dt!=0f && this._optional.onUpdateColor != null) + this._optional.onUpdateColor(toColor); + + if(this.useRecursion && trans.childCount>0) + textColorRecursive(this.trans, toColor); + }; + return this; + } + + public LTDescr setCanvasAlpha(){ + this.type = TweenAction.CANVAS_ALPHA; + this.initInternal = ()=>{ + this.uiImage = trans.GetComponent(); + if(this.uiImage!=null){ + this.fromInternal.x = this.uiImage.color.a; + }else{ + this.rawImage = trans.GetComponent(); + if(this.rawImage != null){ + this.fromInternal.x = this.rawImage.color.a; + }else{ + this.fromInternal.x = 1f; + } + } + + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + if(this.uiImage!=null){ + Color c = this.uiImage.color; c.a = val; this.uiImage.color = c; + }else if(this.rawImage!=null){ + Color c = this.rawImage.color; c.a = val; this.rawImage.color = c; + } + if(this.useRecursion){ + alphaRecursive( this.rectTransform, val, 0 ); + textAlphaChildrenRecursive( this.rectTransform, val); + } + }; + return this; + } + + public LTDescr setCanvasGroupAlpha(){ + this.type = TweenAction.CANVASGROUP_ALPHA; + this.initInternal = ()=>{this.fromInternal.x = trans.GetComponent().alpha;}; + this.easeInternal = ()=>{ this.trans.GetComponent().alpha = easeMethod().x; }; + return this; + } + + public LTDescr setCanvasColor(){ + this.type = TweenAction.CANVAS_COLOR; + this.initInternal = ()=>{ + this.uiImage = trans.GetComponent(); + if(this.uiImage==null){ + this.rawImage = trans.GetComponent(); + this.setFromColor( this.rawImage!=null ? this.rawImage.color : Color.white ); + }else{ + this.setFromColor( this.uiImage.color ); + } + + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + Color toColor = tweenColor(this, val); + if(this.uiImage!=null){ + this.uiImage.color = toColor; + }else if(this.rawImage!=null){ + this.rawImage.color = toColor; + } + + if (dt!=0f && this._optional.onUpdateColor != null) + this._optional.onUpdateColor(toColor); + + if(this.useRecursion) + colorRecursive(this.rectTransform, toColor); + }; + return this; + } + + public LTDescr setCanvasMoveX(){ + this.type = TweenAction.CANVAS_MOVE_X; + this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.x; }; + this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(easeMethod().x, c.y, c.z); }; + return this; + } + + public LTDescr setCanvasMoveY(){ + this.type = TweenAction.CANVAS_MOVE_Y; + this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.y; }; + this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, easeMethod().x, c.z); }; + return this; + } + + public LTDescr setCanvasMoveZ(){ + this.type = TweenAction.CANVAS_MOVE_Z; + this.initInternal = ()=>{ this.fromInternal.x = this.rectTransform.anchoredPosition3D.z; }; + this.easeInternal = ()=>{ Vector3 c = this.rectTransform.anchoredPosition3D; this.rectTransform.anchoredPosition3D = new Vector3(c.x, c.y, easeMethod().x); }; + return this; + } + + private void initCanvasRotateAround(){ + this.lastVal = 0.0f; + this.fromInternal.x = 0.0f; + this._optional.origRotation = this.rectTransform.rotation; + } + + public LTDescr setCanvasRotateAround(){ + this.type = TweenAction.CANVAS_ROTATEAROUND; + this.initInternal = this.initCanvasRotateAround; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + RectTransform rect = this.rectTransform; + Vector3 origPos = rect.localPosition; + rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, -val); + Vector3 diff = origPos - rect.localPosition; + + rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position + rect.rotation = this._optional.origRotation; + rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), this._optional.axis, val); + }; + return this; + } + + public LTDescr setCanvasRotateAroundLocal(){ + this.type = TweenAction.CANVAS_ROTATEAROUND_LOCAL; + this.initInternal = this.initCanvasRotateAround; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + RectTransform rect = this.rectTransform; + Vector3 origPos = rect.localPosition; + rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), -val); + Vector3 diff = origPos - rect.localPosition; + + rect.localPosition = origPos - diff; // Subtract the amount the object has been shifted over by the rotate, to get it back to it's orginal position + rect.rotation = this._optional.origRotation; + rect.RotateAround((Vector3)rect.TransformPoint( this._optional.point ), rect.TransformDirection(this._optional.axis), val); + }; + return this; + } + + public LTDescr setCanvasPlaySprite(){ + this.type = TweenAction.CANVAS_PLAYSPRITE; + this.initInternal = ()=>{ + this.uiImage = trans.GetComponent(); + this.fromInternal.x = 0f; + }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + val = newVect.x; + int frame = (int)Mathf.Round( val ); + this.uiImage.sprite = this.sprites[ frame ]; + }; + return this; + } + + public LTDescr setCanvasMove(){ + this.type = TweenAction.CANVAS_MOVE; + this.initInternal = ()=>{ this.fromInternal = this.rectTransform.anchoredPosition3D; }; + this.easeInternal = ()=>{ this.rectTransform.anchoredPosition3D = easeMethod(); }; + return this; + } + + public LTDescr setCanvasScale(){ + this.type = TweenAction.CANVAS_SCALE; + this.initInternal = ()=>{ this.from = this.rectTransform.localScale; }; + this.easeInternal = ()=>{ this.rectTransform.localScale = easeMethod(); }; + return this; + } + + public LTDescr setCanvasSizeDelta(){ + this.type = TweenAction.CANVAS_SIZEDELTA; + this.initInternal = ()=>{ this.from = this.rectTransform.sizeDelta; }; + this.easeInternal = ()=>{ this.rectTransform.sizeDelta = easeMethod(); }; + return this; + } + #endif + + private void callback(){ newVect = easeMethod(); val = newVect.x; } + + public LTDescr setCallback(){ + this.type = TweenAction.CALLBACK; + this.initInternal = ()=>{}; + this.easeInternal = this.callback; + return this; + } + public LTDescr setValue3(){ + this.type = TweenAction.VALUE3; + this.initInternal = ()=>{}; + this.easeInternal = this.callback; + return this; + } + + public LTDescr setMove(){ + this.type = TweenAction.MOVE; + this.initInternal = ()=>{ this.from = trans.position; }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + trans.position = newVect; + }; + return this; + } + + public LTDescr setMoveLocal(){ + this.type = TweenAction.MOVE_LOCAL; + this.initInternal = ()=>{ this.from = trans.localPosition; }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + trans.localPosition = newVect; + }; + return this; + } + + public LTDescr setMoveToTransform(){ + this.type = TweenAction.MOVE_TO_TRANSFORM; + this.initInternal = ()=>{ this.from = trans.position; }; + this.easeInternal = ()=>{ + this.to = this._optional.toTrans.position; + this.diff = this.to - this.from; + this.diffDiv2 = this.diff * 0.5f; + + newVect = easeMethod(); + this.trans.position = newVect; + }; + return this; + } + + public LTDescr setRotate(){ + this.type = TweenAction.ROTATE; + this.initInternal = ()=>{ this.from = trans.eulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + trans.eulerAngles = newVect; + }; + return this; + } + + public LTDescr setRotateLocal(){ + this.type = TweenAction.ROTATE_LOCAL; + this.initInternal = ()=>{ this.from = trans.localEulerAngles; this.to = new Vector3(LeanTween.closestRot( this.fromInternal.x, this.toInternal.x), LeanTween.closestRot( this.from.y, this.to.y), LeanTween.closestRot( this.from.z, this.to.z)); }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + trans.localEulerAngles = newVect; + }; + return this; + } + + public LTDescr setScale(){ + this.type = TweenAction.SCALE; + this.initInternal = ()=>{ this.from = trans.localScale; }; + this.easeInternal = ()=>{ + newVect = easeMethod(); + trans.localScale = newVect; + }; + return this; + } + + public LTDescr setGUIMove(){ + this.type = TweenAction.GUI_MOVE; + this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, 0); }; + this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( v.x, v.y, this._optional.ltRect.rect.width, this._optional.ltRect.rect.height); }; + return this; + } + + public LTDescr setGUIMoveMargin(){ + this.type = TweenAction.GUI_MOVE_MARGIN; + this.initInternal = ()=>{ this.from = new Vector2(this._optional.ltRect.margin.x, this._optional.ltRect.margin.y); }; + this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.margin = new Vector2(v.x, v.y); }; + return this; + } + + public LTDescr setGUIScale(){ + this.type = TweenAction.GUI_SCALE; + this.initInternal = ()=>{ this.from = new Vector3(this._optional.ltRect.rect.width, this._optional.ltRect.rect.height, 0); }; + this.easeInternal = ()=>{ Vector3 v = easeMethod(); this._optional.ltRect.rect = new Rect( this._optional.ltRect.rect.x, this._optional.ltRect.rect.y, v.x, v.y); }; + return this; + } + + public LTDescr setGUIAlpha(){ + this.type = TweenAction.GUI_ALPHA; + this.initInternal = ()=>{ this.fromInternal.x = this._optional.ltRect.alpha; }; + this.easeInternal = ()=>{ this._optional.ltRect.alpha = easeMethod().x; }; + return this; + } + + public LTDescr setGUIRotate(){ + this.type = TweenAction.GUI_ROTATE; + this.initInternal = ()=>{ if(this._optional.ltRect.rotateEnabled==false){ + this._optional.ltRect.rotateEnabled = true; + this._optional.ltRect.resetForRotation(); + } + + this.fromInternal.x = this._optional.ltRect.rotation; + }; + this.easeInternal = ()=>{ this._optional.ltRect.rotation = easeMethod().x; }; + return this; + } + + public LTDescr setDelayedSound(){ + this.type = TweenAction.DELAYED_SOUND; + this.initInternal = ()=>{ this.hasExtraOnCompletes = true; }; + this.easeInternal = this.callback; + return this; + } + + public LTDescr setTarget(Transform trans) + { + this.optional.toTrans = trans; + return this; + } + + private void init(){ + this.hasInitiliazed = true; + + usesNormalDt = !(useEstimatedTime || useManualTime || useFrames); // only set this to true if it uses non of the other timing modes + + if (useFrames) + this.optional.initFrameCount = Time.frameCount; + + if (this.time <= 0f) // avoid dividing by zero + this.time = Mathf.Epsilon; + + if(this.initInternal!=null) + this.initInternal(); + + this.diff = this.to - this.from; + this.diffDiv2 = this.diff * 0.5f; + + if (this._optional.onStart != null) + this._optional.onStart(); + + if(this.onCompleteOnStart) + callOnCompletes(); + + if(this.speed>=0){ + initSpeed(); + } + } + + private void initSpeed(){ + if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ + this.time = this._optional.path.distance / this.speed; + }else if(this.type==TweenAction.MOVE_SPLINE || this.type==TweenAction.MOVE_SPLINE_LOCAL){ + this.time = this._optional.spline.distance/ this.speed; + }else{ + this.time = (this.to - this.from).magnitude / this.speed; + } + } + + public static float val; + public static float dt; + public static Vector3 newVect; + + /** + * If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method + * + * @method updateNow + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 0f ).updateNow(); + */ + public LTDescr updateNow(){ + updateInternal(); + return this; + } + + public bool updateInternal(){ + + float directionLocal = this.direction; + if(this.usesNormalDt){ + dt = LeanTween.dtActual; + }else if( this.useEstimatedTime ){ + dt = LeanTween.dtEstimated; + }else if( this.useFrames ){ + dt = this.optional.initFrameCount==0 ? 0 : 1; + this.optional.initFrameCount = Time.frameCount; + }else if( this.useManualTime ){ + dt = LeanTween.dtManual; + } + +// Debug.Log ("tween:" + this+ " dt:"+dt); + if(this.delay<=0f && directionLocal!=0f){ + if(trans==null) + return true; + + // initialize if has not done so yet + if(!this.hasInitiliazed) + this.init(); + + dt = dt*directionLocal; + this.passed += dt; + + this.passed = Mathf.Clamp(this.passed, 0f, this.time); + + this.ratioPassed = (this.passed / this.time); // need to clamp when finished so it will finish at the exact spot and not overshoot + + this.easeInternal(); + + if(this.hasUpdateCallback) + this._optional.callOnUpdate(val, this.ratioPassed); + + bool isTweenFinished = directionLocal>0f ? this.passed>=this.time : this.passed<=0f; + // Debug.Log("lt "+this+" dt:"+dt+" fin:"+isTweenFinished); + if(isTweenFinished){ // increment or flip tween + this.loopCount--; + if(this.loopType==LeanTweenType.pingPong){ + this.direction = 0.0f-directionLocal; + }else{ + this.passed = Mathf.Epsilon; + } + + isTweenFinished = this.loopCount == 0 || this.loopType == LeanTweenType.once; // only return true if it is fully complete + + if(isTweenFinished==false && this.onCompleteOnRepeat && this.hasExtraOnCompletes) + callOnCompletes(); // this only gets called if onCompleteOnRepeat is set to true, otherwise LeanTween class takes care of calling it + + return isTweenFinished; + } + }else{ + this.delay -= dt; + } + + return false; + } + + public void callOnCompletes(){ + if(this.type==TweenAction.GUI_ROTATE) + this._optional.ltRect.rotateFinished = true; + + if(this.type==TweenAction.DELAYED_SOUND){ + AudioSource.PlayClipAtPoint((AudioClip)this._optional.onCompleteParam, this.to, this.from.x); + } + if(this._optional.onComplete!=null){ + this._optional.onComplete(); + }else if(this._optional.onCompleteObject!=null){ + this._optional.onCompleteObject(this._optional.onCompleteParam); + } + } + + // Helper Methods + + public LTDescr setFromColor( Color col ){ + this.from = new Vector3(0.0f, col.a, 0.0f); + this.diff = new Vector3(1.0f,0.0f,0.0f); + this._optional.axis = new Vector3( col.r, col.g, col.b ); + return this; + } + + private static void alphaRecursive( Transform transform, float val, bool useRecursion = true){ + Renderer renderer = transform.gameObject.GetComponent(); + if(renderer!=null){ + foreach(Material mat in renderer.materials){ + if(mat.HasProperty("_Color")){ + mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val); + }else if(mat.HasProperty("_TintColor")){ + Color col = mat.GetColor ("_TintColor"); + mat.SetColor("_TintColor", new Color( col.r, col.g, col.b, val)); + } + } + } + if(useRecursion && transform.childCount>0){ + foreach (Transform child in transform) { + alphaRecursive(child, val); + } + } + } + + private static void colorRecursive( Transform transform, Color toColor, bool useRecursion = true ){ + Renderer ren = transform.gameObject.GetComponent(); + if(ren!=null){ + foreach(Material mat in ren.materials){ + mat.color = toColor; + } + } + if(useRecursion && transform.childCount>0){ + foreach (Transform child in transform) { + colorRecursive(child, toColor); + } + } + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + private static void alphaRecursive( RectTransform rectTransform, float val, int recursiveLevel = 0){ + if(rectTransform.childCount>0){ + foreach (RectTransform child in rectTransform) { + UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent(); + if (uiImage != null) { + Color c = uiImage.color; c.a = val; uiImage.color = c; + } else { + uiImage = child.GetComponent(); + if (uiImage != null) { + Color c = uiImage.color; c.a = val; uiImage.color = c; + } + } + + alphaRecursive(child, val, recursiveLevel + 1); + } + } + } + + private static void alphaRecursiveSprite( Transform transform, float val ){ + if(transform.childCount>0){ + foreach (Transform child in transform) { + SpriteRenderer ren = child.GetComponent(); + if(ren!=null) + ren.color = new Color( ren.color.r, ren.color.g, ren.color.b, val); + alphaRecursiveSprite(child, val); + } + } + } + + private static void colorRecursiveSprite( Transform transform, Color toColor ){ + if(transform.childCount>0){ + foreach (Transform child in transform) { + SpriteRenderer ren = transform.gameObject.GetComponent(); + if(ren!=null) + ren.color = toColor; + colorRecursiveSprite(child, toColor); + } + } + } + + private static void colorRecursive( RectTransform rectTransform, Color toColor ){ + + if(rectTransform.childCount>0){ + foreach (RectTransform child in rectTransform) { + UnityEngine.UI.MaskableGraphic uiImage = child.GetComponent(); + if (uiImage != null) { + uiImage.color = toColor; + } else { + uiImage = child.GetComponent(); + if (uiImage != null) + uiImage.color = toColor; + } + colorRecursive(child, toColor); + } + } + } + + private static void textAlphaChildrenRecursive( Transform trans, float val, bool useRecursion = true ){ + + if(useRecursion && trans.childCount>0){ + foreach (Transform child in trans) { + UnityEngine.UI.Text uiText = child.GetComponent(); + if(uiText!=null){ + Color c = uiText.color; + c.a = val; + uiText.color = c; + } + textAlphaChildrenRecursive(child, val); + } + } + } + + private static void textAlphaRecursive( Transform trans, float val, bool useRecursion = true ){ + UnityEngine.UI.Text uiText = trans.GetComponent(); + if(uiText!=null){ + Color c = uiText.color; + c.a = val; + uiText.color = c; + } + if(useRecursion && trans.childCount>0){ + foreach (Transform child in trans) { + textAlphaRecursive(child, val); + } + } + } + + private static void textColorRecursive(Transform trans, Color toColor ){ + if(trans.childCount>0){ + foreach (Transform child in trans) { + UnityEngine.UI.Text uiText = child.GetComponent(); + if(uiText!=null){ + uiText.color = toColor; + } + textColorRecursive(child, toColor); + } + } + } + #endif + + private static Color tweenColor( LTDescr tween, float val ){ + Vector3 diff3 = tween._optional.point - tween._optional.axis; + float diffAlpha = tween.to.y - tween.from.y; + return new Color(tween._optional.axis.x + diff3.x*val, tween._optional.axis.y + diff3.y*val, tween._optional.axis.z + diff3.z*val, tween.from.y + diffAlpha*val); + } + + /** + * Pause a tween + * + * @method pause + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public LTDescr pause(){ + if(this.direction != 0.0f){ // check if tween is already paused + this.directionLast = this.direction; + this.direction = 0.0f; + } + + return this; + } + + /** + * Resume a paused tween + * + * @method resume + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public LTDescr resume(){ + this.direction = this.directionLast; + + return this; + } + + /** + * Set Axis optional axis for tweens where it is relevant + * + * @method setAxis + * @param {Vector3} axis either the tween rotates around, or the direction it faces in the case of setOrientToPath + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward); + */ + public LTDescr setAxis( Vector3 axis ){ + this._optional.axis = axis; + return this; + } + + /** + * Delay the start of a tween + * + * @method setDelay + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f ); + */ + public LTDescr setDelay( float delay ){ + this.delay = delay; + + return this; + } + + /** + * Set the type of easing used for the tween.
    + * + * + * @method setEase + * @param {LeanTweenType} easeType:LeanTweenType the easing type to use + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); + */ + public LTDescr setEase( LeanTweenType easeType ){ + + switch( easeType ){ + case LeanTweenType.linear: + setEaseLinear(); break; + case LeanTweenType.easeOutQuad: + setEaseOutQuad(); break; + case LeanTweenType.easeInQuad: + setEaseInQuad(); break; + case LeanTweenType.easeInOutQuad: + setEaseInOutQuad(); break; + case LeanTweenType.easeInCubic: + setEaseInCubic();break; + case LeanTweenType.easeOutCubic: + setEaseOutCubic(); break; + case LeanTweenType.easeInOutCubic: + setEaseInOutCubic(); break; + case LeanTweenType.easeInQuart: + setEaseInQuart(); break; + case LeanTweenType.easeOutQuart: + setEaseOutQuart(); break; + case LeanTweenType.easeInOutQuart: + setEaseInOutQuart(); break; + case LeanTweenType.easeInQuint: + setEaseInQuint(); break; + case LeanTweenType.easeOutQuint: + setEaseOutQuint(); break; + case LeanTweenType.easeInOutQuint: + setEaseInOutQuint(); break; + case LeanTweenType.easeInSine: + setEaseInSine(); break; + case LeanTweenType.easeOutSine: + setEaseOutSine(); break; + case LeanTweenType.easeInOutSine: + setEaseInOutSine(); break; + case LeanTweenType.easeInExpo: + setEaseInExpo(); break; + case LeanTweenType.easeOutExpo: + setEaseOutExpo(); break; + case LeanTweenType.easeInOutExpo: + setEaseInOutExpo(); break; + case LeanTweenType.easeInCirc: + setEaseInCirc(); break; + case LeanTweenType.easeOutCirc: + setEaseOutCirc(); break; + case LeanTweenType.easeInOutCirc: + setEaseInOutCirc(); break; + case LeanTweenType.easeInBounce: + setEaseInBounce(); break; + case LeanTweenType.easeOutBounce: + setEaseOutBounce(); break; + case LeanTweenType.easeInOutBounce: + setEaseInOutBounce(); break; + case LeanTweenType.easeInBack: + setEaseInBack(); break; + case LeanTweenType.easeOutBack: + setEaseOutBack(); break; + case LeanTweenType.easeInOutBack: + setEaseInOutBack(); break; + case LeanTweenType.easeInElastic: + setEaseInElastic(); break; + case LeanTweenType.easeOutElastic: + setEaseOutElastic(); break; + case LeanTweenType.easeInOutElastic: + setEaseInOutElastic(); break; + case LeanTweenType.punch: + setEasePunch(); break; + case LeanTweenType.easeShake: + setEaseShake(); break; + case LeanTweenType.easeSpring: + setEaseSpring(); break; + default: + setEaseLinear(); break; + } + + return this; + } + + public LTDescr setEaseLinear(){ this.easeType = LeanTweenType.linear; this.easeMethod = this.easeLinear; return this; } + + public LTDescr setEaseSpring(){ this.easeType = LeanTweenType.easeSpring; this.easeMethod = this.easeSpring; return this; } + + public LTDescr setEaseInQuad(){ this.easeType = LeanTweenType.easeInQuad; this.easeMethod = this.easeInQuad; return this; } + + public LTDescr setEaseOutQuad(){ this.easeType = LeanTweenType.easeOutQuad; this.easeMethod = this.easeOutQuad; return this; } + + public LTDescr setEaseInOutQuad(){ this.easeType = LeanTweenType.easeInOutQuad; this.easeMethod = this.easeInOutQuad; return this;} + + public LTDescr setEaseInCubic(){ this.easeType = LeanTweenType.easeInCubic; this.easeMethod = this.easeInCubic; return this; } + + public LTDescr setEaseOutCubic(){ this.easeType = LeanTweenType.easeOutCubic; this.easeMethod = this.easeOutCubic; return this; } + + public LTDescr setEaseInOutCubic(){ this.easeType = LeanTweenType.easeInOutCubic; this.easeMethod = this.easeInOutCubic; return this; } + + public LTDescr setEaseInQuart(){ this.easeType = LeanTweenType.easeInQuart; this.easeMethod = this.easeInQuart; return this; } + + public LTDescr setEaseOutQuart(){ this.easeType = LeanTweenType.easeOutQuart; this.easeMethod = this.easeOutQuart; return this; } + + public LTDescr setEaseInOutQuart(){ this.easeType = LeanTweenType.easeInOutQuart; this.easeMethod = this.easeInOutQuart; return this; } + + public LTDescr setEaseInQuint(){ this.easeType = LeanTweenType.easeInQuint; this.easeMethod = this.easeInQuint; return this; } + + public LTDescr setEaseOutQuint(){ this.easeType = LeanTweenType.easeOutQuint; this.easeMethod = this.easeOutQuint; return this; } + + public LTDescr setEaseInOutQuint(){ this.easeType = LeanTweenType.easeInOutQuint; this.easeMethod = this.easeInOutQuint; return this; } + + public LTDescr setEaseInSine(){ this.easeType = LeanTweenType.easeInSine; this.easeMethod = this.easeInSine; return this; } + + public LTDescr setEaseOutSine(){ this.easeType = LeanTweenType.easeOutSine; this.easeMethod = this.easeOutSine; return this; } + + public LTDescr setEaseInOutSine(){ this.easeType = LeanTweenType.easeInOutSine; this.easeMethod = this.easeInOutSine; return this; } + + public LTDescr setEaseInExpo(){ this.easeType = LeanTweenType.easeInExpo; this.easeMethod = this.easeInExpo; return this; } + + public LTDescr setEaseOutExpo(){ this.easeType = LeanTweenType.easeOutExpo; this.easeMethod = this.easeOutExpo; return this; } + + public LTDescr setEaseInOutExpo(){ this.easeType = LeanTweenType.easeInOutExpo; this.easeMethod = this.easeInOutExpo; return this; } + + public LTDescr setEaseInCirc(){ this.easeType = LeanTweenType.easeInCirc; this.easeMethod = this.easeInCirc; return this; } + + public LTDescr setEaseOutCirc(){ this.easeType = LeanTweenType.easeOutCirc; this.easeMethod = this.easeOutCirc; return this; } + + public LTDescr setEaseInOutCirc(){ this.easeType = LeanTweenType.easeInOutCirc; this.easeMethod = this.easeInOutCirc; return this; } + + public LTDescr setEaseInBounce(){ this.easeType = LeanTweenType.easeInBounce; this.easeMethod = this.easeInBounce; return this; } + + public LTDescr setEaseOutBounce(){ this.easeType = LeanTweenType.easeOutBounce; this.easeMethod = this.easeOutBounce; return this; } + + public LTDescr setEaseInOutBounce(){ this.easeType = LeanTweenType.easeInOutBounce; this.easeMethod = this.easeInOutBounce; return this; } + + public LTDescr setEaseInBack(){ this.easeType = LeanTweenType.easeInBack; this.easeMethod = this.easeInBack; return this; } + + public LTDescr setEaseOutBack(){ this.easeType = LeanTweenType.easeOutBack; this.easeMethod = this.easeOutBack; return this; } + + public LTDescr setEaseInOutBack(){ this.easeType = LeanTweenType.easeInOutBack; this.easeMethod = this.easeInOutBack; return this; } + + public LTDescr setEaseInElastic(){ this.easeType = LeanTweenType.easeInElastic; this.easeMethod = this.easeInElastic; return this; } + + public LTDescr setEaseOutElastic(){ this.easeType = LeanTweenType.easeOutElastic; this.easeMethod = this.easeOutElastic; return this; } + + public LTDescr setEaseInOutElastic(){ this.easeType = LeanTweenType.easeInOutElastic; this.easeMethod = this.easeInOutElastic; return this; } + + public LTDescr setEasePunch(){ this._optional.animationCurve = LeanTween.punch; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } + + public LTDescr setEaseShake(){ this._optional.animationCurve = LeanTween.shake; this.toInternal.x = this.from.x + this.to.x; this.easeMethod = this.tweenOnCurve; return this; } + + private Vector3 tweenOnCurve(){ + return new Vector3(this.from.x + (this.diff.x) * this._optional.animationCurve.Evaluate(ratioPassed), + this.from.y + (this.diff.y) * this._optional.animationCurve.Evaluate(ratioPassed), + this.from.z + (this.diff.z) * this._optional.animationCurve.Evaluate(ratioPassed) ); + } + + // Vector3 Ease Methods + + private Vector3 easeInOutQuad(){ + val = this.ratioPassed * 2f; + + if (val < 1f) { + val = val * val; + return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + val = (1f-val) * (val - 3f) + 1f; + return new Vector3( this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + + private Vector3 easeInQuad(){ + val = ratioPassed * ratioPassed; + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeOutQuad(){ + val = this.ratioPassed; + val = -val * (val - 2f); + return (this.diff * val + this.from); + } + + private Vector3 easeLinear(){ + val = this.ratioPassed; + return new Vector3(this.from.x+this.diff.x*val, this.from.y+this.diff.y*val, this.from.z+this.diff.z*val); + } + + private Vector3 easeSpring(){ + val = Mathf.Clamp01(this.ratioPassed); + val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) )); + return this.from + this.diff * val; + } + + private Vector3 easeInCubic(){ + val = this.ratioPassed * this.ratioPassed * this.ratioPassed; + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeOutCubic(){ + val = this.ratioPassed - 1f; + val = (val * val * val + 1); + return new Vector3( this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z) ; + } + + private Vector3 easeInOutCubic(){ + val = this.ratioPassed * 2f; + if (val < 1f) { + val = val * val * val; + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + val -= 2f; + val = val * val * val + 2f; + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); + } + + private Vector3 easeInQuart(){ + val = this.ratioPassed * this.ratioPassed * this.ratioPassed * this.ratioPassed; + return diff * val + this.from; + } + + private Vector3 easeOutQuart(){ + val = this.ratioPassed - 1f; + val = -(val * val * val * val - 1); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); + } + + private Vector3 easeInOutQuart(){ + val = this.ratioPassed * 2f; + if (val < 1f) { + val = val * val * val * val; + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + val -= 2f; +// val = (val * val * val * val - 2f); + return -this.diffDiv2 * (val * val * val * val - 2f) + this.from; + } + + private Vector3 easeInQuint(){ + val = this.ratioPassed; + val = val * val * val * val * val; + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeOutQuint(){ + val = this.ratioPassed - 1f; + val = (val * val * val * val * val + 1f); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeInOutQuint(){ + val = this.ratioPassed * 2f; + if (val < 1f){ + val = val * val * val * val * val; + return new Vector3(this.diffDiv2.x * val + this.from.x,this.diffDiv2.y * val + this.from.y,this.diffDiv2.z * val + this.from.z); + } + val -= 2f; + val = (val * val * val * val * val + 2f); + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + + private Vector3 easeInSine(){ + val = - Mathf.Cos(this.ratioPassed * LeanTween.PI_DIV2); + return new Vector3(this.diff.x * val + this.diff.x + this.from.x, this.diff.y * val + this.diff.y + this.from.y, this.diff.z * val + this.diff.z + this.from.z); + } + + private Vector3 easeOutSine(){ + val = Mathf.Sin(this.ratioPassed * LeanTween.PI_DIV2); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y,this.diff.z * val + this.from.z); + } + + private Vector3 easeInOutSine(){ + val = -(Mathf.Cos(Mathf.PI * this.ratioPassed) - 1f); + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + + private Vector3 easeInExpo(){ + val = Mathf.Pow(2f, 10f * (this.ratioPassed - 1f)); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeOutExpo(){ + val = (-Mathf.Pow(2f, -10f * this.ratioPassed) + 1f); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeInOutExpo(){ + val = this.ratioPassed * 2f; + if (val < 1) return this.diffDiv2 * Mathf.Pow(2, 10 * (val - 1)) + this.from; + val--; + return this.diffDiv2 * (-Mathf.Pow(2, -10 * val) + 2) + this.from; + } + + private Vector3 easeInCirc(){ + val = -(Mathf.Sqrt(1f - this.ratioPassed * this.ratioPassed) - 1f); + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeOutCirc(){ + val = this.ratioPassed - 1f; + val = Mathf.Sqrt(1f - val * val); + + return new Vector3(this.diff.x * val + this.from.x, this.diff.y * val + this.from.y, this.diff.z * val + this.from.z); + } + + private Vector3 easeInOutCirc(){ + val = this.ratioPassed * 2f; + if (val < 1f){ + val = -(Mathf.Sqrt(1f - val * val) - 1f); + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + val -= 2f; + val = (Mathf.Sqrt(1f - val * val) + 1f); + return new Vector3(this.diffDiv2.x * val + this.from.x, this.diffDiv2.y * val + this.from.y, this.diffDiv2.z * val + this.from.z); + } + + private Vector3 easeInBounce(){ + val = this.ratioPassed; + val = 1f - val; + return new Vector3(this.diff.x - LeanTween.easeOutBounce(0, this.diff.x, val) + this.from.x, + this.diff.y - LeanTween.easeOutBounce(0, this.diff.y, val) + this.from.y, + this.diff.z - LeanTween.easeOutBounce(0, this.diff.z, val) + this.from.z); + } + + private Vector3 easeOutBounce () + { + val = ratioPassed; + float valM, valN; // bounce values + if (val < (valM = 1 - 1.75f * this.overshoot / 2.75f)) { + val = 1 / valM / valM * val * val; + } else if (val < (valN = 1 - .75f * this.overshoot / 2.75f)) { + val -= (valM + valN) / 2; + // first bounce, height: 1/4 + val = 7.5625f * val * val + 1 - .25f * this.overshoot * this.overshoot; + } else if (val < (valM = 1 - .25f * this.overshoot / 2.75f)) { + val -= (valM + valN) / 2; + // second bounce, height: 1/16 + val = 7.5625f * val * val + 1 - .0625f * this.overshoot * this.overshoot; + } else { // valN = 1 + val -= (valM + 1) / 2; + // third bounce, height: 1/64 + val = 7.5625f * val * val + 1 - .015625f * this.overshoot * this.overshoot; + } + return this.diff * val + this.from; + } + + private Vector3 easeInOutBounce(){ + val = this.ratioPassed * 2f; + if (val < 1f){ + return new Vector3(LeanTween.easeInBounce(0, this.diff.x, val) * 0.5f + this.from.x, + LeanTween.easeInBounce(0, this.diff.y, val) * 0.5f + this.from.y, + LeanTween.easeInBounce(0, this.diff.z, val) * 0.5f + this.from.z); + }else { + val = val - 1f; + return new Vector3(LeanTween.easeOutBounce(0, this.diff.x, val) * 0.5f + this.diffDiv2.x + this.from.x, + LeanTween.easeOutBounce(0, this.diff.y, val) * 0.5f + this.diffDiv2.y + this.from.y, + LeanTween.easeOutBounce(0, this.diff.z, val) * 0.5f + this.diffDiv2.z + this.from.z); + } + } + + private Vector3 easeInBack(){ + val = this.ratioPassed; + val /= 1; + float s = 1.70158f * this.overshoot; + return this.diff * (val) * val * ((s + 1) * val - s) + this.from; + } + + private Vector3 easeOutBack(){ + float s = 1.70158f * this.overshoot; + val = (this.ratioPassed / 1) - 1; + val = ((val) * val * ((s + 1) * val + s) + 1); + return this.diff * val + this.from; + } + + private Vector3 easeInOutBack(){ + float s = 1.70158f * this.overshoot; + val = this.ratioPassed * 2f; + if ((val) < 1){ + s *= (1.525f) * overshoot; + return this.diffDiv2 * (val * val * (((s) + 1) * val - s)) + this.from; + } + val -= 2; + s *= (1.525f) * overshoot; + val = ((val) * val * (((s) + 1) * val + s) + 2); + return this.diffDiv2 * val + this.from; + } + + private Vector3 easeInElastic(){ + return new Vector3(LeanTween.easeInElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeInElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeInElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); + } + + private Vector3 easeOutElastic(){ + return new Vector3(LeanTween.easeOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); + } + + private Vector3 easeInOutElastic() + { + return new Vector3(LeanTween.easeInOutElastic(this.from.x,this.to.x,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeInOutElastic(this.from.y,this.to.y,this.ratioPassed,this.overshoot,this.period), + LeanTween.easeInOutElastic(this.from.z,this.to.z,this.ratioPassed,this.overshoot,this.period)); + } + + /** + * Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).
    + * @method setOvershoot + * @param {float} overshoot:float how far past the destination it will go before settling in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f); + */ + public LTDescr setOvershoot( float overshoot ){ + this.overshoot = overshoot; + return this; + } + + /** + * Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).
    + * @method setPeriod + * @param {float} period:float how short the iterations are that the tween will animate at (default 0.3f) + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f); + */ + public LTDescr setPeriod( float period ){ + this.period = period; + return this; + } + + /** + * Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).
    + * @method setScale + * @param {float} scale:float how much the ease will be multiplied by (default 1f) + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f); + */ + public LTDescr setScale( float scale ){ + this.scale = scale; + return this; + } + + /** + * Set the type of easing used for the tween with a custom curve.
    + * @method setEase (AnimationCurve) + * @param {AnimationCurve} easeDefinition:AnimationCurve an AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce ); + */ + public LTDescr setEase( AnimationCurve easeCurve ){ + this._optional.animationCurve = easeCurve; + this.easeMethod = this.tweenOnCurve; + this.easeType = LeanTweenType.animationCurve; + return this; + } + + /** + * Set the end that the GameObject is tweening towards + * @method setTo + * @param {Vector3} to:Vector3 point at which you want the tween to reach + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );
    + * // Later your want to change your destination or your destiation is constantly moving
    + * descr.setTo( new Vector3(5f,10f,3f) );
    + */ + public LTDescr setTo( Vector3 to ){ + if(this.hasInitiliazed){ + this.to = to; + this.diff = to - this.from; + }else{ + this.to = to; + } + + return this; + } + + public LTDescr setTo( Transform to ){ + this._optional.toTrans = to; + return this; + } + + /** + * Set the beginning of the tween + * @method setFrom + * @param {Vector3} from:Vector3 the point you would like the tween to start at + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );
    + */ + public LTDescr setFrom( Vector3 from ){ + if(this.trans){ + this.init(); + } + this.from = from; + // this.hasInitiliazed = true; // this is set, so that the "from" value isn't overwritten later on when the tween starts + this.diff = this.to - this.from; + this.diffDiv2 = this.diff * 0.5f; + return this; + } + + public LTDescr setFrom( float from ){ + return setFrom( new Vector3(from, 0f, 0f) ); + } + + public LTDescr setDiff( Vector3 diff ){ + this.diff = diff; + return this; + } + + public LTDescr setHasInitialized( bool has ){ + this.hasInitiliazed = has; + return this; + } + + public LTDescr setId( uint id, uint global_counter ){ + this._id = id; + this.counter = global_counter; + // Debug.Log("Global counter:"+global_counter); + return this; + } + + /** + * Set the point of time the tween will start in + * @method setPassed + * @param {float} passedTime:float the length of time in seconds the tween will start in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + * // Later
    + * LTDescr descr = description( tweenId );
    + * descr.setPassed( 1f );
    + */ + public LTDescr setPassed( float passed ){ + this.passed = passed; + return this; + } + + /** + * Set the finish time of the tween + * @method setTime + * @param {float} finishTime:float the length of time in seconds you wish the tween to complete in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
    + * // Later
    + * LTDescr descr = description( tweenId );
    + * descr.setTime( 1f );
    + */ + public LTDescr setTime( float time ){ + float passedTimeRatio = this.passed / this.time; + this.passed = time * passedTimeRatio; + this.time = time; + return this; + } + + /** + * Set the finish time of the tween + * @method setSpeed + * @param {float} speed:float the speed in unity units per second you wish the object to travel (overrides the given time) + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set
    + */ + public LTDescr setSpeed( float speed ){ + this.speed = speed; + if(this.hasInitiliazed) + initSpeed(); + return this; + } + + /** + * Set the tween to repeat a number of times. + * @method setRepeat + * @param {int} repeatNum:int the number of times to repeat the tween. -1 to repeat infinite times + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong(); + */ + public LTDescr setRepeat( int repeat ){ + this.loopCount = repeat; + if((repeat>1 && this.loopType == LeanTweenType.once) || (repeat < 0 && this.loopType == LeanTweenType.once)){ + this.loopType = LeanTweenType.clamp; + } + if(this.type==TweenAction.CALLBACK || this.type==TweenAction.CALLBACK_COLOR){ + this.setOnCompleteOnRepeat(true); + } + return this; + } + + public LTDescr setLoopType( LeanTweenType loopType ){ + this.loopType = loopType; + return this; + } + + public LTDescr setUseEstimatedTime( bool useEstimatedTime ){ + this.useEstimatedTime = useEstimatedTime; + this.usesNormalDt = false; + return this; + } + + /** + * Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down) + * @method setIgnoreTimeScale + * @param {bool} useUnScaledTime:bool whether to use the unscaled time or not + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true ); + */ + public LTDescr setIgnoreTimeScale( bool useUnScaledTime ){ + this.useEstimatedTime = useUnScaledTime; + this.usesNormalDt = false; + return this; + } + + /** + * Use frames when tweening an object, when you don't want the animation to be time-frame independent... + * @method setUseFrames + * @param {bool} useFrames:bool whether to use estimated time or not + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true ); + */ + public LTDescr setUseFrames( bool useFrames ){ + this.useFrames = useFrames; + this.usesNormalDt = false; + return this; + } + + public LTDescr setUseManualTime( bool useManualTime ){ + this.useManualTime = useManualTime; + this.usesNormalDt = false; + return this; + } + + public LTDescr setLoopCount( int loopCount ){ + this.loopType = LeanTweenType.clamp; + this.loopCount = loopCount; + return this; + } + + /** + * No looping involved, just run once (the default) + * @method setLoopOnce + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce(); + */ + public LTDescr setLoopOnce(){ this.loopType = LeanTweenType.once; return this; } + + /** + * When the animation gets to the end it starts back at where it began + * @method setLoopClamp + * @param {int} loops:int (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times) + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 ); + */ + public LTDescr setLoopClamp(){ + this.loopType = LeanTweenType.clamp; + if(this.loopCount==0) + this.loopCount = -1; + return this; + } + public LTDescr setLoopClamp( int loops ){ + this.loopCount = loops; + return this; + } + + /** + * When the animation gets to the end it then tweens back to where it started (and on, and on) + * @method setLoopPingPong + * @param {int} loops:int (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once. + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 ); + */ + public LTDescr setLoopPingPong(){ + this.loopType = LeanTweenType.pingPong; + if(this.loopCount==0) + this.loopCount = -1; + return this; + } + public LTDescr setLoopPingPong( int loops ) { + this.loopType = LeanTweenType.pingPong; + this.loopCount = loops == -1 ? loops : loops * 2; + return this; + } + + /** + * Have a method called when the tween finishes + * @method setOnComplete + * @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished(){ } + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished ); + */ + public LTDescr setOnComplete( Action onComplete ){ + this._optional.onComplete = onComplete; + this.hasExtraOnCompletes = true; + return this; + } + + /** + * Have a method called when the tween finishes + * @method setOnComplete (object) + * @param {Action} onComplete:Action the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ } + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * object tweenFinishedObj = "hi" as object; + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished, tweenFinishedObj ); + */ + public LTDescr setOnComplete( Action onComplete ){ + this._optional.onCompleteObject = onComplete; + this.hasExtraOnCompletes = true; + return this; + } + public LTDescr setOnComplete( Action onComplete, object onCompleteParam ){ + this._optional.onCompleteObject = onComplete; + this.hasExtraOnCompletes = true; + if(onCompleteParam!=null) + this._optional.onCompleteParam = onCompleteParam; + return this; + } + + /** + * Pass an object to along with the onComplete Function + * @method setOnCompleteParam + * @param {object} onComplete:object an object that + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );

    + * void enterMiniGameStart( object val ){
    + *  object[] arr = (object [])val;
    + *  int lvl = int.Parse((string)arr[0]);
    + * }
    + */ + public LTDescr setOnCompleteParam( object onCompleteParam ){ + this._optional.onCompleteParam = onCompleteParam; + this.hasExtraOnCompletes = true; + return this; + } + + + /** + * Have a method called on each frame that the tween is being animated (passes a float value) + * @method setOnUpdate + * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    + *
    + * void tweenMoved( float val ){ }
    + */ + public LTDescr setOnUpdate( Action onUpdate ){ + this._optional.onUpdateFloat = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateRatio(Action onUpdate) + { + this._optional.onUpdateFloatRatio = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + public LTDescr setOnUpdateObject( Action onUpdate ){ + this._optional.onUpdateFloatObject = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateVector2( Action onUpdate ){ + this._optional.onUpdateVector2 = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateVector3( Action onUpdate ){ + this._optional.onUpdateVector3 = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateColor( Action onUpdate ){ + this._optional.onUpdateColor = onUpdate; + this.hasUpdateCallback = true; + return this; + } + public LTDescr setOnUpdateColor( Action onUpdate ){ + this._optional.onUpdateColorObject = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + #if !UNITY_FLASH + + public LTDescr setOnUpdate( Action onUpdate ){ + this._optional.onUpdateColor = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + public LTDescr setOnUpdate( Action onUpdate ){ + this._optional.onUpdateColorObject = onUpdate; + this.hasUpdateCallback = true; + return this; + } + + /** + * Have a method called on each frame that the tween is being animated (passes a float value and a object) + * @method setOnUpdate (object) + * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    + *
    + * void tweenMoved( float val, object obj ){ }
    + */ + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateFloatObject = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateVector3Object = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateVector2 = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + /** + * Have a method called on each frame that the tween is being animated (passes a float value) + * @method setOnUpdate (Vector3) + * @param {Action} onUpdate:Action a method that will be called on every frame with the float value of the tweened object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
    + *
    + * void tweenMoved( Vector3 val ){ }
    + */ + public LTDescr setOnUpdate( Action onUpdate, object onUpdateParam = null ){ + this._optional.onUpdateVector3 = onUpdate; + this.hasUpdateCallback = true; + if(onUpdateParam!=null) + this._optional.onUpdateParam = onUpdateParam; + return this; + } + #endif + + + /** + * Have an object passed along with the onUpdate method + * @method setOnUpdateParam + * @param {object} onUpdateParam:object an object that will be passed along with the onUpdate method + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
    + *
    + * void tweenMoved( float val, object obj ){ }
    + */ + public LTDescr setOnUpdateParam( object onUpdateParam ){ + this._optional.onUpdateParam = onUpdateParam; + return this; + } + + /** + * While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon + * @method setOrientToPath + * @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);
    + */ + public LTDescr setOrientToPath( bool doesOrient ){ + if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ + if(this._optional.path==null) + this._optional.path = new LTBezierPath(); + this._optional.path.orientToPath = doesOrient; + }else{ + this._optional.spline.orientToPath = doesOrient; + } + return this; + } + + /** + * While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon + * @method setOrientToPath2d + * @param {bool} doesOrient:bool whether the gameobject will orient to the path it is animating along + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);
    + */ + public LTDescr setOrientToPath2d( bool doesOrient2d ){ + setOrientToPath(doesOrient2d); + if(this.type==TweenAction.MOVE_CURVED || this.type==TweenAction.MOVE_CURVED_LOCAL){ + this._optional.path.orientToPath2d = doesOrient2d; + }else{ + this._optional.spline.orientToPath2d = doesOrient2d; + } + return this; + } + + public LTDescr setRect( LTRect rect ){ + this._optional.ltRect = rect; + return this; + } + + public LTDescr setRect( Rect rect ){ + this._optional.ltRect = new LTRect(rect); + return this; + } + + public LTDescr setPath( LTBezierPath path ){ + this._optional.path = path; + return this; + } + + /** + * Set the point at which the GameObject will be rotated around + * @method setPoint + * @param {Vector3} point:Vector3 point at which you want the object to rotate around (local space) + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );
    + */ + public LTDescr setPoint( Vector3 point ){ + this._optional.point = point; + return this; + } + + public LTDescr setDestroyOnComplete( bool doesDestroy ){ + this.destroyOnComplete = doesDestroy; + return this; + } + + public LTDescr setAudio( object audio ){ + this._optional.onCompleteParam = audio; + return this; + } + + /** + * Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method) + * @method setOnCompleteOnRepeat + * @param {bool} isOn:bool does call onComplete on every loop cycle + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true); + */ + public LTDescr setOnCompleteOnRepeat( bool isOn ){ + this.onCompleteOnRepeat = isOn; + return this; + } + + /** + * Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well) + * @method setOnCompleteOnStart + * @param {bool} isOn:bool does call onComplete at the start of the tween + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.delayedCall(gameObject, 2f, ()=>{
    // Flash an object 5 times + *  LeanTween.alpha(gameObject, 0f, 1f);
    + *  LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
    + * }).setOnCompleteOnStart(true).setRepeat(5);
    + */ + public LTDescr setOnCompleteOnStart( bool isOn ){ + this.onCompleteOnStart = isOn; + return this; + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + public LTDescr setRect( RectTransform rect ){ + this.rectTransform = rect; + return this; + } + + public LTDescr setSprites( UnityEngine.Sprite[] sprites ){ + this.sprites = sprites; + return this; + } + + public LTDescr setFrameRate( float frameRate ){ + this.time = this.sprites.Length / frameRate; + return this; + } + #endif + + /** + * Have a method called when the tween starts + * @method setOnStart + * @param {Action<>} onStart:Action<> the method that should be called when the tween is starting ex: tweenStarted( ){ } + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * C#:
    + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); + * Javascript:
    + * LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } ); + */ + public LTDescr setOnStart( Action onStart ){ + this._optional.onStart = onStart; + return this; + } + + /** + * Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported) + * @method setDirection + * @param {float} direction:float the direction that the tween should run, -1f for backwards 1f for forwards + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);
    + */ + + public LTDescr setDirection( float direction ){ + if(this.direction!=-1f && this.direction!=1f){ + Debug.LogWarning("You have passed an incorrect direction of '"+direction+"', direction must be -1f or 1f"); + return this; + } + + if(this.direction!=direction){ + // Debug.Log("reverse path:"+this.path+" spline:"+this._optional.spline+" hasInitiliazed:"+this.hasInitiliazed); + if(this.hasInitiliazed){ + this.direction = direction; + }else{ + if(this._optional.path!=null){ + this._optional.path = new LTBezierPath( LTUtility.reverse( this._optional.path.pts ) ); + }else if(this._optional.spline!=null){ + this._optional.spline = new LTSpline( LTUtility.reverse( this._optional.spline.pts ) ); + } + // this.passed = this.time - this.passed; + } + } + + return this; + } + + /** + * Set whether or not the tween will recursively effect an objects children in the hierarchy + * @method setRecursive + * @param {bool} useRecursion:bool whether the tween will recursively effect an objects children in the hierarchy + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);
    + */ + + public LTDescr setRecursive( bool useRecursion ){ + this.useRecursion = useRecursion; + + return this; + } +} + +//} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescr.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescr.cs.meta new file mode 100644 index 0000000..e47c628 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescr.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 381c8d6fb1acdc348870a7147bc98723 +timeCreated: 1463137984 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs new file mode 100644 index 0000000..15dd129 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs @@ -0,0 +1,89 @@ +//namespace DentedPixel{ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +public class LTDescrOptional { + + public Transform toTrans { get; set; } + public Vector3 point { get; set; } + public Vector3 axis { get; set; } + public float lastVal{ get; set; } + public Quaternion origRotation { get; set; } + public LTBezierPath path { get; set; } + public LTSpline spline { get; set; } + public AnimationCurve animationCurve; + public int initFrameCount; + public Color color; + + public LTRect ltRect { get; set; } // maybe get rid of this eventually + + public Action onUpdateFloat { get; set; } + public Action onUpdateFloatRatio { get; set; } + public Action onUpdateFloatObject { get; set; } + public Action onUpdateVector2 { get; set; } + public Action onUpdateVector3 { get; set; } + public Action onUpdateVector3Object { get; set; } + public Action onUpdateColor { get; set; } + public Action onUpdateColorObject { get; set; } + public Action onComplete { get; set; } + public Action onCompleteObject { get; set; } + public object onCompleteParam { get; set; } + public object onUpdateParam { get; set; } + public Action onStart { get; set; } + + +// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 +// public SpriteRenderer spriteRen { get; set; } +// #endif +// +// #if LEANTWEEN_1 +// public Hashtable optional; +// #endif +// #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 +// public RectTransform rectTransform; +// public UnityEngine.UI.Text uiText; +// public UnityEngine.UI.Image uiImage; +// public UnityEngine.Sprite[] sprites; +// #endif + + + public void reset(){ + animationCurve = null; + + this.onUpdateFloat = null; + this.onUpdateFloatRatio = null; + this.onUpdateVector2 = null; + this.onUpdateVector3 = null; + this.onUpdateFloatObject = null; + this.onUpdateVector3Object = null; + this.onUpdateColor = null; + this.onComplete = null; + this.onCompleteObject = null; + this.onCompleteParam = null; + this.onStart = null; + + this.point = Vector3.zero; + this.initFrameCount = 0; + } + + public void callOnUpdate( float val, float ratioPassed){ + if(this.onUpdateFloat!=null) + this.onUpdateFloat(val); + + if (this.onUpdateFloatRatio != null){ + this.onUpdateFloatRatio(val,ratioPassed); + }else if(this.onUpdateFloatObject!=null){ + this.onUpdateFloatObject(val, this.onUpdateParam); + }else if(this.onUpdateVector3Object!=null){ + this.onUpdateVector3Object(LTDescr.newVect, this.onUpdateParam); + }else if(this.onUpdateVector3!=null){ + this.onUpdateVector3(LTDescr.newVect); + }else if(this.onUpdateVector2!=null){ + this.onUpdateVector2(new Vector2(LTDescr.newVect.x,LTDescr.newVect.y)); + } + } +} + +//} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs.meta new file mode 100644 index 0000000..8b83a30 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTDescrOptional.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c1ba8f1ef97134cb39b52ae26678db63 +timeCreated: 1471504769 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs new file mode 100644 index 0000000..2794d85 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs @@ -0,0 +1,225 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/** +* Internal Representation of a Sequence
    +*
    +*   

    Example:

    +* var seq = LeanTween.sequence();
    +* seq.append(1f); // delay everything one second
    +* seq.append( () => { // fire an event before start
    +*  Debug.Log("I have started");
    +* });
    +* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    +* seq.append( (object obj) => { // fire event after tween
    +*  var dict = obj as Dictionary;
    +*  Debug.Log("We are done now obj value:"+dict["hi"]);
    +* }, new Dictionary(){ {"hi","sup"} } );
    +* @class LTSeq +* @constructor +*/ +public class LTSeq { + + public LTSeq previous; + + public LTSeq current; + + public LTDescr tween; + + public float totalDelay; + + public float timeScale; + + private int debugIter; + + public uint counter; + + public bool toggle = false; + + private uint _id; + + public int id{ + get{ + uint toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return (int)toId; + } + } + + public void reset(){ + previous = null; + tween = null; + totalDelay = 0f; + } + + public void init(uint id, uint global_counter){ + reset(); + _id = id; + + counter = global_counter; + + this.current = this; + } + + private LTSeq addOn(){ + this.current.toggle = true; + LTSeq lastCurrent = this.current; + this.current = LeanTween.sequence(true); + // Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id); + this.current.previous = lastCurrent; + lastCurrent.toggle = false; + this.current.totalDelay = lastCurrent.totalDelay; + this.current.debugIter = lastCurrent.debugIter + 1; + return current; + } + + private float addPreviousDelays(){ +// Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay); + + LTSeq prev = this.current.previous; + + if (prev != null && prev.tween!=null) { + return this.current.totalDelay + prev.tween.time; + } + return this.current.totalDelay; + } + + /** + * Add a time delay to the sequence + * @method append (delay) + * @param {float} delay:float amount of time to add to the sequence + * @return {LTSeq} LTDescr an object that distinguishes the tween + * var seq = LeanTween.sequence();
    + * seq.append(1f); // delay everything one second
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + */ + public LTSeq append( float delay ){ + this.current.totalDelay += delay; + + return this.current; + } + + /** + * Add a time delay to the sequence + * @method append (method) + * @param {System.Action} callback:System.Action method you want to be called + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.append( () => { // fire event after tween
    + *  Debug.Log("We are done now");
    + * });;
    + */ + public LTSeq append( System.Action callback ){ + LTDescr newTween = LeanTween.delayedCall(0f, callback); +// Debug.Log("newTween:" + newTween); + return append(newTween); + } + + /** + * Add a time delay to the sequence + * @method add (method(object)) + * @param {System.Action} callback:System.Action method you want to be called + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.append((object obj) => { // fire event after tween + *  var dict = obj as Dictionary; + *  Debug.Log("We are done now obj value:"+dict["hi"]); + *  }, new Dictionary(){ {"hi","sup"} } ); + */ + public LTSeq append( System.Action callback, object obj ){ + append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj)); + + return addOn(); + } + + public LTSeq append( GameObject gameObject, System.Action callback ){ + append(LeanTween.delayedCall(gameObject, 0f, callback)); + + return addOn(); + } + + public LTSeq append( GameObject gameObject, System.Action callback, object obj ){ + append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj)); + + return addOn(); + } + + /** + * Retrieve a sequencer object where you can easily chain together tweens and methods one after another + * + * @method add (tween) + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween
    + * seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween
    + */ + public LTSeq append( LTDescr tween ){ + this.current.tween = tween; + +// Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay); + + this.current.totalDelay = addPreviousDelays(); + + tween.setDelay( this.current.totalDelay ); + + return addOn(); + } + + public LTSeq insert( LTDescr tween ){ + this.current.tween = tween; + + tween.setDelay( addPreviousDelays() ); + + return addOn(); + } + + + public LTSeq setScale( float timeScale ){ +// Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween); + setScaleRecursive(this.current, timeScale, 500); + + return addOn(); + } + + private void setScaleRecursive( LTSeq seq, float timeScale, int count ){ + if (count > 0) { + this.timeScale = timeScale; + +// Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween); + seq.totalDelay *= timeScale; + if (seq.tween != null) { +// Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay); + if (seq.tween.time != 0f) + seq.tween.setTime(seq.tween.time * timeScale); + seq.tween.setDelay(seq.tween.delay * timeScale); + } + + if (seq.previous != null) + setScaleRecursive(seq.previous, timeScale, count - 1); + } + } + + public LTSeq reverse(){ + + return addOn(); + } + +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs.meta new file mode 100644 index 0000000..c9b68c4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LTSeq.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6c88dbe4cdd9944f198e9796ee394c86 +timeCreated: 1488665079 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs new file mode 100644 index 0000000..b7d1939 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs @@ -0,0 +1,418 @@ + +using UnityEngine; +using System.Collections.Generic; + +public class LeanAudioStream { + + public int position = 0; + + public AudioClip audioClip; + public float[] audioArr; + + public LeanAudioStream( float[] audioArr ){ + this.audioArr = audioArr; + } + + public void OnAudioRead(float[] data) { + int count = 0; + while (count < data.Length) { + data[count] = audioArr[this.position]; + position++; + count++; + } + } + + public void OnAudioSetPosition(int newPosition) { + this.position = newPosition; + } +} + +/** +* Create Audio dynamically and easily playback +* +* @class LeanAudio +* @constructor +*/ +public class LeanAudio : object { + + public static float MIN_FREQEUNCY_PERIOD = 0.000115f; + public static int PROCESSING_ITERATIONS_MAX = 50000; + public static float[] generatedWaveDistances; + public static int generatedWaveDistancesCount = 0; + + private static float[] longList; + + public static LeanAudioOptions options(){ + if(generatedWaveDistances==null){ + generatedWaveDistances = new float[ PROCESSING_ITERATIONS_MAX ]; + longList = new float[ PROCESSING_ITERATIONS_MAX ]; + } + return new LeanAudioOptions(); + } + + public static LeanAudioStream createAudioStream( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){ + if(options==null) + options = new LeanAudioOptions(); + + options.useSetData = false; + + int generatedWavePtsLength = createAudioWave( volume, frequency, options); + createAudioFromWave( generatedWavePtsLength, options ); + + return options.stream; + } + + /** + * Create dynamic audio from a set of Animation Curves and other options. + * + * @method createAudio + * @param {AnimationCurve} volumeCurve:AnimationCurve describing the shape of the audios volume (from 0-1). The length of the audio is dicated by the end value here. + * @param {AnimationCurve} frequencyCurve:AnimationCurve describing the width of the oscillations between the sound waves in seconds. Large numbers mean a lower note, while higher numbers mean a tighter frequency and therefor a higher note. Values are usually between 0.01 and 0.000001 (or smaller) + * @param {LeanAudioOptions} options:LeanAudioOptions You can pass any other values in here like vibrato or the frequency you would like the sound to be encoded at. See LeanAudioOptions for more details. + * @return {AudioClip} AudioClip of the procedurally generated audio + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ));
    + */ + public static AudioClip createAudio( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options = null ){ + if(options==null) + options = new LeanAudioOptions(); + + int generatedWavePtsLength = createAudioWave( volume, frequency, options); + // Debug.Log("generatedWavePtsLength:"+generatedWavePtsLength); + return createAudioFromWave( generatedWavePtsLength, options ); + } + + private static int createAudioWave( AnimationCurve volume, AnimationCurve frequency, LeanAudioOptions options ){ + float time = volume[ volume.length - 1 ].time; + int listLength = 0; + // List list = new List(); + + // generatedWaveDistances = new List(); + // float[] vibratoValues = new float[ vibrato.Length ]; + float passed = 0f; + for(int i = 0; i < PROCESSING_ITERATIONS_MAX; i++){ + float f = frequency.Evaluate(passed); + if(f=time) + break; + if(listLength >= PROCESSING_ITERATIONS_MAX-1){ + Debug.LogError("LeanAudio has reached it's processing cap. To avoid this error increase the number of iterations ex: LeanAudio.PROCESSING_ITERATIONS_MAX = "+(PROCESSING_ITERATIONS_MAX*2)); + break; + }else{ + int distPoint = listLength / 2; + + //generatedWaveDistances.Add( f ); + passed += f; + + generatedWaveDistances[ distPoint ] = passed; + //Debug.Log("distPoint:"+distPoint+" passed:"+passed); + + //list.Add( passed ); + //list.Add( i%2==0 ? -height : height ); + + longList[ listLength ] = passed; + longList[ listLength + 1 ] = i%2==0 ? -height : height; + } + + + + listLength += 2; + + } + + listLength += -2; + generatedWaveDistancesCount = listLength / 2; + + /*float[] wave = new float[ listLength ]; + for(int i = 0; i < wave.Length; i++){ + wave[i] = longList[i]; + }*/ + return listLength; + } + + private static AudioClip createAudioFromWave( int waveLength, LeanAudioOptions options ){ + float time = longList[ waveLength - 2 ]; + float[] audioArr = new float[ (int)(options.frequencyRate*time) ]; + + int waveIter = 0; + float subWaveDiff = longList[waveIter]; + float subWaveTimeLast = 0f; + float subWaveTime = longList[waveIter]; + float waveHeight = longList[waveIter+1]; + for(int i = 0; i < audioArr.Length; i++){ + float passedTime = (float)i / (float)options.frequencyRate; + if(passedTime > longList[waveIter] ){ + subWaveTimeLast = longList[waveIter]; + waveIter += 2; + subWaveDiff = longList[waveIter] - longList[waveIter-2]; + waveHeight = longList[waveIter+1]; + // Debug.Log("passed wave i:"+i); + } + subWaveTime = passedTime - subWaveTimeLast; + float ratioElapsed = subWaveTime / subWaveDiff; + + float value = Mathf.Sin( ratioElapsed * Mathf.PI ); + + if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Square){ + if(value>0f) + value = 1f; + if(value<0f) + value = -1f; + }else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Sawtooth){ + float sign = value > 0f ? 1f : -1f; + if(ratioElapsed<0.5f){ + value = (ratioElapsed*2f)*sign; + }else{ // 0.5f - 1f + value = (1f - ratioElapsed)*2f*sign; + } + }else if(options.waveStyle==LeanAudioOptions.LeanAudioWaveStyle.Noise){ + float peakMulti = (1f-options.waveNoiseInfluence) + Mathf.PerlinNoise(0f, passedTime * options.waveNoiseScale ) * options.waveNoiseInfluence; + + /*if(i<25){ + Debug.Log("passedTime:"+passedTime+" peakMulti:"+peakMulti+" infl:"+options.waveNoiseInfluence); + }*/ + + value *= peakMulti; + } + + //if(i<25) + // Debug.Log("passedTime:"+passedTime+" value:"+value+" ratioElapsed:"+ratioElapsed+" subWaveTime:"+subWaveTime+" subWaveDiff:"+subWaveDiff); + + value *= waveHeight; + + + if(options.modulation!=null){ + for(int k=0; k(); // add an audio source + aSource.clip = clip; // define the clip + aSource.Play(); // start the sound + GameObject.Destroy(tempGO, clip.length); // destroy object after clip duration + return aSource; // return the AudioSource reference + } + + public static void printOutAudioClip( AudioClip audioClip, ref AnimationCurve curve, float scaleX = 1f ){ + // Debug.Log("Audio channels:"+audioClip.channels+" frequency:"+audioClip.frequency+" length:"+audioClip.length+" samples:"+audioClip.samples); + float[] samples = new float[audioClip.samples * audioClip.channels]; + audioClip.GetData(samples, 0); + int i = 0; + + Keyframe[] frames = new Keyframe[samples.Length]; + while (i < samples.Length) { + frames[i] = new Keyframe( (float)i * scaleX, samples[i] ); + ++i; + } + curve = new AnimationCurve( frames ); + } +} + + +/** +* Pass in options to LeanAudio +* +* @class LeanAudioOptions +* @constructor +*/ +public class LeanAudioOptions : object { + + public enum LeanAudioWaveStyle{ + Sine, + Square, + Sawtooth, + Noise + } + + public LeanAudioWaveStyle waveStyle = LeanAudioWaveStyle.Sine; + public Vector3[] vibrato; + public Vector3[] modulation; + public int frequencyRate = 44100; + public float waveNoiseScale = 1000; + public float waveNoiseInfluence = 1f; + + public bool useSetData = true; + public LeanAudioStream stream; + + public LeanAudioOptions(){} + + /** + * Set the frequency for the audio is encoded. 44100 is CD quality, but you can usually get away with much lower (or use a lower amount to get a more 8-bit sound). + * + * @method setFrequency + * @param {int} frequencyRate:int of the frequency you wish to encode the AudioClip at + * @return {LeanAudioOptions} LeanAudioOptions describing optional values + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0f,0f)} ).setFrequency(12100) );
    + */ + public LeanAudioOptions setFrequency( int frequencyRate ){ + this.frequencyRate = frequencyRate; + return this; + } + + /** + * Set details about the shape of the curve by adding vibrato modulations through it (alters the peak values giving it a wah-wah effect). You can add as many as you want to sculpt out more detail in the sound wave. + * + * @method setVibrato + * @param {Vector3[]} vibratoArray:Vector3[] The first value is the period in seconds that you wish to have the vibrato wave fluctuate at. The second value is the minimum height you wish the vibrato wave to dip down to (default is zero). The third is reserved for future effects. + * @return {LeanAudioOptions} LeanAudioOptions describing optional values + * @example + * AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 1f, 0f, -1f), new Keyframe(1f, 0f, -1f, 0f));
    + * AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.003f, 0f, 0f), new Keyframe(1f, 0.003f, 0f, 0f));
    + * AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.32f,0.3f,0f)} ).setFrequency(12100) );
    + */ + public LeanAudioOptions setVibrato( Vector3[] vibrato ){ + this.vibrato = vibrato; + return this; + } + + /* + public LeanAudioOptions setModulation( Vector3[] modulation ){ + this.modulation = modulation; + return this; + }*/ + + public LeanAudioOptions setWaveSine(){ + this.waveStyle = LeanAudioWaveStyle.Sine; + return this; + } + + public LeanAudioOptions setWaveSquare(){ + this.waveStyle = LeanAudioWaveStyle.Square; + return this; + } + + public LeanAudioOptions setWaveSawtooth(){ + this.waveStyle = LeanAudioWaveStyle.Sawtooth; + return this; + } + + public LeanAudioOptions setWaveNoise(){ + this.waveStyle = LeanAudioWaveStyle.Noise; + return this; + } + + public LeanAudioOptions setWaveStyle( LeanAudioWaveStyle style ){ + this.waveStyle = style; + return this; + } + + + public LeanAudioOptions setWaveNoiseScale( float waveScale ){ + this.waveNoiseScale = waveScale; + return this; + } + + public LeanAudioOptions setWaveNoiseInfluence( float influence ){ + this.waveNoiseInfluence = influence; + return this; + } +} + + diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs.meta new file mode 100644 index 0000000..cd86baf --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanAudio.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52e41e970d9353942b27458440bec9eb +timeCreated: 1427917971 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs new file mode 100644 index 0000000..7af4847 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs @@ -0,0 +1,364 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/** +* Use these smooth methods to move one value towards another

    +* Example:
    fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
    +* fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
    +* fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
    +* Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);
    +* +* @class LeanSmooth +*/ + +public class LeanSmooth { + + + /** + * Moves one value towards another (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float damp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + smoothTime = Mathf.Max(0.0001f, smoothTime); + float num = 2f / smoothTime; + float num2 = num * deltaTime; + float num3 = 1f / (1f + num2 + 0.48f * num2 * num2 + 0.235f * num2 * num2 * num2); + float num4 = current - target; + float num5 = target; + if (maxSpeed > 0f) + { + float num6 = maxSpeed * smoothTime; + num4 = Mathf.Clamp(num4, -num6, num6); + } + target = current - num4; + float num7 = (currentVelocity + num * num4) * deltaTime; + currentVelocity = (currentVelocity - num * num7) * num3; + float num8 = target + (num4 + num7) * num3; + if (num5 - current > 0f == num8 > num5) + { + num8 = num5; + currentVelocity = (num8 - num5) / deltaTime; + } + return num8; + } + + /** + * Moves one value towards another (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (Vector3) + * @param {float} current:Vector3 the current value + * @param {float} target:Vector3 the value we are trying to reach + * @param {float} currentVelocity:Vector3 the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 damp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + float x = damp(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime); + float y = damp(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime); + float z = damp(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime); + + return new Vector3(x, y, z); + } + + /** + * Moves one color value towards another color (eases in and out to destination with no overshoot) + * + * @method LeanSmooth.damp (Color) + * @param {float} current:Color the current value + * @param {float} target:Color the value we are trying to reach + * @param {float} currentVelocity:Color the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color damp(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) + { + float r = damp(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime); + float g = damp(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime); + float b = damp(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime); + float a = damp(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float spring(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + float diff = target - current; + + currentVelocity += deltaTime / smoothTime * accelRate * diff; + + currentVelocity *= (1f - deltaTime * friction); + + if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) + currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); + + float returned = current + currentVelocity; + + return returned; + } + + /** + * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {Vector3} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 spring(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + float x = spring(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float y = spring(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float z = spring(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanSmooth.spring (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {Color} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color spring(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) + { + float r = spring(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float g = spring(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float b = spring(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate); + float a = spring(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (at a constant speed) + * + * @method LeanSmooth.linear (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n + * Debug.Log("current:"+followVar); + */ + public static float linear(float current, float target, float moveSpeed, float deltaTime = -1f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + bool targetGreater = (target > current); + + float currentVelocity = deltaTime * moveSpeed * (targetGreater ? 1f : -1f); + + float returned = current + currentVelocity; + + float returnPassed = returned - target; + if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) + { // Has passed point, return target + return target; + } + + return returned; + } + + /** + * Moves one value towards another (at a constant speed) + * + * @method LeanSmooth.linear (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 linear(Vector3 current, Vector3 target, float moveSpeed, float deltaTime = -1f) + { + float x = linear(current.x, target.x, moveSpeed, deltaTime); + float y = linear(current.y, target.y, moveSpeed, deltaTime); + float z = linear(current.z, target.z, moveSpeed, deltaTime); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (at a constant speed) + * + * @method LeanSmooth.linear (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {float} moveSpeed:float the speed at which to move towards the target + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @example + * fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n + * Debug.Log("current:"+fromColor); + */ + public static Color linear(Color current, Color target, float moveSpeed) + { + float r = linear(current.r, target.r, moveSpeed); + float g = linear(current.g, target.g, moveSpeed); + float b = linear(current.b, target.b, moveSpeed); + float a = linear(current.a, target.a, moveSpeed); + + return new Color(r, g, b, a); + } + + /** + * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (float) + * @param {float} current:float the current value + * @param {float} target:float the value we are trying to reach + * @param {float} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+followVar); + */ + public static float bounceOut(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + if (deltaTime < 0f) + deltaTime = Time.deltaTime; + + float diff = target - current; + + currentVelocity += deltaTime / smoothTime * accelRate * diff; + + currentVelocity *= (1f - deltaTime * friction); + + if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) + currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); + + float returned = current + currentVelocity; + + bool targetGreater = (target > current); + float returnPassed = returned - target; + if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) + { // Start a bounce + currentVelocity = -currentVelocity * hitDamping; + returned = current + currentVelocity; + } + + return returned; + } + + /** + * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (Vector3) + * @param {Vector3} current:float the current value + * @param {Vector3} target:float the value we are trying to reach + * @param {Vector3} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n + * Debug.Log("current:"+transform.position); + */ + public static Vector3 bounceOut(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + float x = bounceOut(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float y = bounceOut(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float z = bounceOut(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + + return new Vector3(x, y, z); + } + + /** + * Moves one color towards another (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanSmooth.bounceOut (Color) + * @param {Color} current:float the current value + * @param {Color} target:float the value we are trying to reach + * @param {Color} currentVelocity:float the current velocity of the value + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) + * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n + * Debug.Log("current:" + fromColor); + */ + public static Color bounceOut(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + float r = bounceOut(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float g = bounceOut(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float b = bounceOut(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + float a = bounceOut(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); + + return new Color(r, g, b, a); + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs.meta new file mode 100644 index 0000000..4494902 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanSmooth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ca0f285af8dd4270bd759978223faad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs new file mode 100644 index 0000000..8289622 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs @@ -0,0 +1,123 @@ +using UnityEngine; +using System.Collections; + +public class LeanTester : MonoBehaviour { + public float timeout = 15f; + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + public void Start(){ + StartCoroutine( timeoutCheck() ); + } + + IEnumerator timeoutCheck(){ + float pauseEndTime = Time.realtimeSinceStartup + timeout; + while (Time.realtimeSinceStartup < pauseEndTime) + { + yield return 0; + } + if(LeanTest.testsFinished==false){ + Debug.Log(LeanTest.formatB("Tests timed out!")); + LeanTest.overview(); + } + } + #endif +} + +public class LeanTest : object { + public static int expected = 0; + private static int tests = 0; + private static int passes = 0; + + public static float timeout = 15f; + public static bool timeoutStarted = false; + public static bool testsFinished = false; + + public static void debug( string name, bool didPass, string failExplaination = null){ + expect( didPass, name, failExplaination); + } + + public static void expect( bool didPass, string definition, string failExplaination = null){ + float len = printOutLength(definition); + int paddingLen = 40-(int)(len*1.05f); + #if UNITY_FLASH + string padding = padRight(paddingLen); + #else + string padding = "".PadRight(paddingLen,"_"[0]); + #endif + string logName = formatB(definition) +" " + padding + " [ "+ (didPass ? formatC("pass","green") : formatC("fail","red")) +" ]"; + if(didPass==false && failExplaination!=null) + logName += " - " + failExplaination; + Debug.Log(logName); + if(didPass) + passes++; + tests++; + + // Debug.Log("tests:"+tests+" expected:"+expected); + if(tests==expected && testsFinished==false){ + overview(); + }else if(tests>expected){ + Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = "+tests); + } + + if(timeoutStarted==false){ + timeoutStarted = true; + GameObject tester = new GameObject(); + tester.name = "~LeanTest"; + LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester; + test.timeout = timeout; + #if !UNITY_EDITOR + tester.hideFlags = HideFlags.HideAndDontSave; + #endif + } + } + + public static string padRight(int len){ + string str = ""; + for(int i = 0; i < len; i++){ + str += "_"; + } + return str; + } + + public static float printOutLength( string str ){ + float len = 0.0f; + for(int i = 0; i < str.Length; i++){ + if(str[i]=="I"[0]){ + len += 0.5f; + }else if(str[i]=="J"[0]){ + len += 0.85f; + }else{ + len += 1.0f; + } + } + return len; + } + + public static string formatBC( string str, string color ){ + return formatC(formatB(str),color); + } + + public static string formatB( string str ){ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + return str; + #else + return ""+ str + ""; + #endif + } + + public static string formatC( string str, string color ){ + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 + return str; + #else + return ""+ str + ""; + #endif + } + + public static void overview(){ + testsFinished = true; + int failedCnt = (expected-passes); + string failedStr = failedCnt > 0 ? formatBC(""+failedCnt,"red") : ""+failedCnt; + Debug.Log(formatB("Final Report:")+" _____________________ PASSED: "+formatBC(""+passes,"green")+" FAILED: "+failedStr+" "); + } +} + \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs.meta new file mode 100644 index 0000000..0af8aa2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTest.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 82464f26ca2ba284a8f92f51248c574a +timeCreated: 1427917971 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs new file mode 100644 index 0000000..6ddf9d3 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs @@ -0,0 +1,4090 @@ +//namespace DentedPixel{ + +// LeanTween version 2.50 - http://dentedpixel.com/developer-diary/ +// +// The MIT License (MIT) +// +// Copyright (c) 2017 Russell Savage - Dented Pixel +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. + + + +/* +TERMS OF USE - EASING EQUATIONS# +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +*/ + +/** +* Pass this to the "ease" parameter, to get a different easing behavior

    +* Example:
    LeanTween.rotateX(gameObject, 270.0f, 1.5f).setEase(LeanTweenType.easeInBack); +* +* @class LeanTweenType +*/ + +/** +* @property {integer} linear +*/ +/** +* @property {integer} easeOutQuad +*/ +/** +* @property {integer} easeInQuad +*/ +/** +* @property {integer} easeInOutQuad +*/ +/** +* @property {integer} easeInCubic +*/ +/** +* @property {integer} easeOutCubic +*/ +/** +* @property {integer} easeInOutCubic +*/ +/** +* @property {integer} easeInQuart +*/ +/** +* @property {integer} easeOutQuart +*/ +/** +* @property {integer} easeInOutQuart +*/ +/** +* @property {integer} easeInQuint +*/ +/** +* @property {integer} easeOutQuint +*/ +/** +* @property {integer} easeInOutQuint +*/ +/** +* @property {integer} easeInSine +*/ +/** +* @property {integer} easeOutSine +*/ +/** +* @property {integer} easeInOutSine +*/ +/** +* @property {integer} easeInExpo +*/ +/** +* @property {integer} easeOutExpo +*/ +/** +* @property {integer} easeInOutExpo +*/ +/** +* @property {integer} easeInCirc +*/ +/** +* @property {integer} easeOutCirc +*/ +/** +* @property {integer} easeInOutCirc +*/ +/** +* @property {integer} easeInBounce +*/ +/** +* @property {integer} easeOutBounce +*/ +/** +* @property {integer} easeInOutBounce +*/ +/** +* @property {integer} easeInBack +*/ +/** +* @property {integer} easeOutBack +*/ +/** +* @property {integer} easeInOutBack +*/ +/** +* @property {integer} easeInElastic +*/ +/** +* @property {integer} easeOutElastic +*/ +/** +* @property {integer} easeInOutElastic +*/ +/** +* @property {integer} punch +*/ +using UnityEngine; +using System; +using System.Collections.Generic; + +public enum TweenAction{ + MOVE_X, + MOVE_Y, + MOVE_Z, + MOVE_LOCAL_X, + MOVE_LOCAL_Y, + MOVE_LOCAL_Z, + MOVE_CURVED, + MOVE_CURVED_LOCAL, + MOVE_SPLINE, + MOVE_SPLINE_LOCAL, + SCALE_X, + SCALE_Y, + SCALE_Z, + ROTATE_X, + ROTATE_Y, + ROTATE_Z, + ROTATE_AROUND, + ROTATE_AROUND_LOCAL, + CANVAS_ROTATEAROUND, + CANVAS_ROTATEAROUND_LOCAL, + CANVAS_PLAYSPRITE, + ALPHA, + TEXT_ALPHA, + CANVAS_ALPHA, + CANVASGROUP_ALPHA, + ALPHA_VERTEX, + COLOR, + CALLBACK_COLOR, + TEXT_COLOR, + CANVAS_COLOR, + CANVAS_MOVE_X, + CANVAS_MOVE_Y, + CANVAS_MOVE_Z, + CALLBACK, + MOVE, + MOVE_LOCAL, + MOVE_TO_TRANSFORM, + ROTATE, + ROTATE_LOCAL, + SCALE, + VALUE3, + GUI_MOVE, + GUI_MOVE_MARGIN, + GUI_SCALE, + GUI_ALPHA, + GUI_ROTATE, + DELAYED_SOUND, + CANVAS_MOVE, + CANVAS_SCALE, + CANVAS_SIZEDELTA, + FOLLOW, + +} + +public enum LeanTweenType{ + notUsed, linear, easeOutQuad, easeInQuad, easeInOutQuad, easeInCubic, easeOutCubic, easeInOutCubic, easeInQuart, easeOutQuart, easeInOutQuart, + easeInQuint, easeOutQuint, easeInOutQuint, easeInSine, easeOutSine, easeInOutSine, easeInExpo, easeOutExpo, easeInOutExpo, easeInCirc, easeOutCirc, easeInOutCirc, + easeInBounce, easeOutBounce, easeInOutBounce, easeInBack, easeOutBack, easeInOutBack, easeInElastic, easeOutElastic, easeInOutElastic, easeSpring, easeShake, punch, once, clamp, pingPong, animationCurve +} + +public enum LeanProp +{ + position, + localPosition, + x, + y, + z, + localX, + localY, + localZ, + scale, + color +} + +/** +* LeanTween is an efficient tweening engine for Unity3d

    +* Index of All Methods | Optional Paramaters that can be passed

    +* Optional Parameters are passed at the end of every method
    +*
    +* Example:
    +* LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
    +*
    +* You can pass the optional parameters in any order, and chain on as many as you wish!

    +* You can also modify this tween later, just save the unique id of the tween.
    +*

    Example:

    +* int id = LeanTween.moveX(gameObject, 1f, 1f).id;
    +* LTDescr d = LeanTween.descr( id );

    +* if(d!=null){ // if the tween has already finished it will return null
    +*    // change some parameters
    +*    d.setOnComplete( onCompleteFunc ).setEase( LeanTweenType.easeInOutBack );
    +* } +* +* @class LeanTween +*/ + +public class LeanTween : MonoBehaviour { + + public static bool throwErrors = true; + public static float tau = Mathf.PI*2.0f; + public static float PI_DIV2 = Mathf.PI / 2.0f; + + private static LTSeq[] sequences; + + private static LTDescr[] tweens; + private static int[] tweensFinished; + private static int[] tweensFinishedIds; + private static LTDescr tween; + private static int tweenMaxSearch = -1; + private static int maxTweens = 400; + private static int maxSequences = 400; + private static int frameRendered= -1; + private static GameObject _tweenEmpty; + public static float dtEstimated = -1f; + public static float dtManual; + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 + private static float previousRealTime; + #endif + public static float dtActual; + private static uint global_counter = 0; + private static int i; + private static int j; + private static int finishedCnt; + public static AnimationCurve punch = new AnimationCurve( new Keyframe(0.0f, 0.0f ), new Keyframe(0.112586f, 0.9976035f ), new Keyframe(0.3120486f, -0.1720615f ), new Keyframe(0.4316337f, 0.07030682f ), new Keyframe(0.5524869f, -0.03141804f ), new Keyframe(0.6549395f, 0.003909959f ), new Keyframe(0.770987f, -0.009817753f ), new Keyframe(0.8838775f, 0.001939224f ), new Keyframe(1.0f, 0.0f ) ); + public static AnimationCurve shake = new AnimationCurve( new Keyframe(0f, 0f), new Keyframe(0.25f, 1f), new Keyframe(0.75f, -1f), new Keyframe(1f, 0f) ) ; + + public static void init(){ + init(maxTweens); + } + + public static int maxSearch{ + get{ + return tweenMaxSearch; + } + } + + public static int maxSimulataneousTweens{ + get { + return maxTweens; + } + } + + /** + * Find out how many tweens you have animating at a given time + * + * @method LeanTween.tweensRunning + * @example + * Debug.Log("I have "+LeanTween.tweensRunning+" animating!"); + */ + public static int tweensRunning{ + get{ + int count = 0; + for (int i = 0; i <= tweenMaxSearch; i++){ + if (tweens[i].toggle){ + count++; + } + } + return count; + } + } + + /** + * This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. This line is optional. Here you can specify the maximum number of tweens you will use (the default is 400). This must be called before any use of LeanTween is made for it to be effective. + * + * @method LeanTween.init + * @param {integer} maxSimultaneousTweens:int The maximum number of tweens you will use, make sure you don't go over this limit, otherwise the code will throw an error + * @example + * LeanTween.init( 800 ); + */ + public static void init(int maxSimultaneousTweens ){ + init(maxSimultaneousTweens, maxSequences); + } + + public static void init(int maxSimultaneousTweens, int maxSimultaneousSequences){ + if(tweens==null){ + maxTweens = maxSimultaneousTweens; + tweens = new LTDescr[maxTweens]; + tweensFinished = new int[maxTweens]; + tweensFinishedIds = new int[maxTweens]; + _tweenEmpty = new GameObject(); + _tweenEmpty.name = "~LeanTween"; + _tweenEmpty.AddComponent(typeof(LeanTween)); + _tweenEmpty.isStatic = true; + #if !UNITY_EDITOR + _tweenEmpty.hideFlags = HideFlags.HideAndDontSave; + #endif + #if UNITY_EDITOR + if(Application.isPlaying) + DontDestroyOnLoad( _tweenEmpty ); + #else + DontDestroyOnLoad( _tweenEmpty ); + #endif + for(int i = 0; i < maxTweens; i++){ + tweens[i] = new LTDescr(); + } + + #if UNITY_5_4_OR_NEWER + UnityEngine.SceneManagement.SceneManager.sceneLoaded += onLevelWasLoaded54; + #endif + + sequences = new LTSeq[ maxSimultaneousSequences ]; + + for(int i = 0; i < maxSimultaneousSequences; i++){ + sequences[i] = new LTSeq(); + } + } + } + + public static void reset(){ + if(tweens!=null){ + for (int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i]!=null) + tweens[i].toggle = false; + } + } + tweens = null; + Destroy(_tweenEmpty); + } + + public void Update(){ + LeanTween.update(); + } + + #if UNITY_5_4_OR_NEWER + private static void onLevelWasLoaded54( UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode ){ internalOnLevelWasLoaded( scene.buildIndex ); } + #else + public void OnLevelWasLoaded( int lvl ){ internalOnLevelWasLoaded( lvl ); } + #endif + + private static void internalOnLevelWasLoaded( int lvl ){ + // Debug.Log("reseting gui"); + LTGUI.reset(); + } + + private static int maxTweenReached; + + public static void update() { + if(frameRendered != Time.frameCount){ // make sure update is only called once per frame + init(); + + #if UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 + dtEstimated = Time.realtimeSinceStartup - previousRealTime; + if(dtEstimated>0.2f) // a catch put in, when at the start sometimes this number can grow unrealistically large + dtEstimated = 0.2f; + previousRealTime = Time.realtimeSinceStartup; + #else + + dtEstimated = dtEstimated<0f ? 0f : dtEstimated = Time.unscaledDeltaTime; + + // Debug.Log("Time.unscaledDeltaTime:"+Time.unscaledDeltaTime); + #endif + + dtActual = Time.deltaTime; + maxTweenReached = 0; + finishedCnt = 0; + // if(tweenMaxSearch>1500) + // Debug.Log("tweenMaxSearch:"+tweenMaxSearch +" maxTweens:"+maxTweens); + for( int i = 0; i <= tweenMaxSearch && i < maxTweens; i++){ + tween = tweens[i]; +// if(i==0 && tweens[i].toggle) +// Debug.Log("tweens["+i+"]"+tweens[i]); + if(tween.toggle){ + maxTweenReached = i; + + if (tween.updateInternal()) { // returns true if the tween is finished with it's loop + tweensFinished[finishedCnt] = i; + tweensFinishedIds[finishedCnt] = tweens[i].id; + finishedCnt++; + } + } + } + + // Debug.Log("maxTweenReached:"+maxTweenReached); + tweenMaxSearch = maxTweenReached; + frameRendered = Time.frameCount; + + for(int i = 0; i < finishedCnt; i++){ + j = tweensFinished[i]; + tween = tweens[ j ]; + + if (tween.id == tweensFinishedIds[i]){ + // Debug.Log("removing tween:"+tween); + removeTween(j); + if(tween.hasExtraOnCompletes && tween.trans!=null) + tween.callOnCompletes(); + } + } + + } + } + + + + public static void removeTween( int i, int uniqueId){ // Only removes the tween if the unique id matches Move a GameObject to a certain location + if(tweens[i].uniqueId==uniqueId){ + removeTween( i ); + } + } + + // This method is only used internally! Do not call this from your scripts. To cancel a tween use LeanTween.cancel + public static void removeTween( int i ){ + if(tweens[i].toggle){ + tweens[i].toggle = false; + tweens[i].counter = uint.MaxValue; + //logError("Removing tween["+i+"]:"+tweens[i]); + if(tweens[i].destroyOnComplete){ +// Debug.Log("destroying tween.type:"+tween.type+" ltRect"+(tweens[i]._optional.ltRect==null)); + if(tweens[i]._optional.ltRect!=null){ + // Debug.Log("destroy i:"+i+" id:"+tweens[i].ltRect.id); + LTGUI.destroy( tweens[i]._optional.ltRect.id ); + }else{ // check if equal to tweenEmpty + if(tweens[i].trans!=null && tweens[i].trans.gameObject!=_tweenEmpty){ + Destroy(tweens[i].trans.gameObject); + } + } + } + //tweens[i].optional = null; + startSearch = i; + //Debug.Log("start search reset:"+startSearch + " i:"+i+" tweenMaxSearch:"+tweenMaxSearch); + if(i+1>=tweenMaxSearch){ + //Debug.Log("reset to zero"); + startSearch = 0; + //tweenMaxSearch--; + } + } + } + + public static Vector3[] add(Vector3[] a, Vector3 b){ + Vector3[] c = new Vector3[ a.Length ]; + for(i=0; iCancels all tweens + * + * @method LeanTween.cancelAll + * @param {bool} callComplete:bool (optional) if true, then the all onCompletes will run before canceling + * @example LeanTween.cancelAll(true);
    + */ + public static void cancelAll(){ + cancelAll(false); + } + public static void cancelAll(bool callComplete){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (tweens[i].trans != null){ + if (callComplete && tweens[i].optional.onComplete != null) + tweens[i].optional.onComplete(); + removeTween(i); + } + } + } + + /** + * Cancel all tweens that are currently targeting the gameObject + * + * @method LeanTween.cancel + * @param {GameObject} gameObject:GameObject gameObject whose tweens you wish to cancel + * @param {bool} callOnComplete:bool (optional) whether to call the onComplete method before canceling + * @example LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f);
    + * LeanTween.cancel( gameObject ); + */ + public static void cancel( GameObject gameObject ){ + cancel( gameObject, false); + } + public static void cancel( GameObject gameObject, bool callOnComplete ){ + init(); + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + LTDescr tween = tweens[i]; + if(tween!=null && tween.toggle && tween.trans==trans){ + if (callOnComplete && tween.optional.onComplete != null) + tween.optional.onComplete(); + removeTween(i); + } + } + } + + public static void cancel( RectTransform rect ){ + cancel( rect.gameObject, false); + } + +// public static void cancel( GameObject gameObject, int uniqueId ){ +// if(uniqueId>=0){ +// init(); +// int backId = uniqueId & 0xFFFF; +// int backCounter = uniqueId >> 16; +// // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" counter:"+backCounter + " setCounter:"+ tweens[backId].counter + " tweens[id].type:"+tweens[backId].type); +// if(tweens[backId].trans==null || (tweens[backId].trans.gameObject == gameObject && tweens[backId].counter==backCounter)) +// removeTween((int)backId); +// } +// } + + public static void cancel( GameObject gameObject, int uniqueId, bool callOnComplete = false ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" counter:"+backCounter + " setCounter:"+ tw eens[backId].counter + " tweens[id].type:"+tweens[backId].type); + if(tweens[backId].trans==null || (tweens[backId].trans.gameObject == gameObject && tweens[backId].counter==backCounter)) { + if (callOnComplete && tweens[backId].optional.onComplete != null) + tweens[backId].optional.onComplete(); + removeTween((int)backId); + } + } + } + + public static void cancel( LTRect ltRect, int uniqueId ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" action:"+(TweenAction)backType + " tweens[id].type:"+tweens[backId].type); + if(tweens[backId]._optional.ltRect == ltRect && tweens[backId].counter==backCounter) + removeTween((int)backId); + } + } + + /** + * Cancel a specific tween with the provided id + * + * @method LeanTween.cancel + * @param {int} id:int unique id that represents that tween + * @param {bool} callOnComplete:bool (optional) whether to call the onComplete method before canceling + * @example int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).id;
    + * LeanTween.cancel( id ); + */ + public static void cancel( int uniqueId ){ + cancel( uniqueId, false); + } + public static void cancel( int uniqueId, bool callOnComplete ){ + if(uniqueId>=0){ + init(); + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId > tweens.Length - 1) { // sequence + int sequenceId = backId - tweens.Length; + LTSeq seq = sequences[sequenceId]; + // Debug.Log("sequenceId:" + sequenceId+" maxSequences:"+maxSequences+" prev:"+seq.previous); + + for (int i = 0; i < maxSequences; i++) { + if (seq.current.tween != null) { + int tweenId = seq.current.tween.uniqueId; + int tweenIndex = tweenId & 0xFFFF; + removeTween(tweenIndex); + } + if (seq.current.previous == null) + break; + seq.current = seq.current.previous; + } + } else { // tween + // Debug.Log("uniqueId:"+uniqueId+ " id:"+backId +" action:"+(TweenAction)backType + " tweens[id].type:"+tweens[backId].type); + if (tweens[backId].counter == backCounter) { + if (callOnComplete && tweens[backId].optional.onComplete != null) + tweens[backId].optional.onComplete(); + removeTween((int)backId); + } + } + } + } + + /** + * Retrieve a tweens LTDescr object to modify + * + * @method LeanTween.descr + * @param {int} id:int unique id that represents that tween + * @example int id = LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod ).id;

    + *
    // later I want decide I want to change onComplete method
    + * LTDescr descr = LeanTween.descr( id );
    + * if(descr!=null) // if the tween has already finished it will come back null
    + *   descr.setOnComplete( newMethod );
    + */ + public static LTDescr descr( int uniqueId ){ + init(); + + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + +// Debug.Log("backId:" + backId+" backCounter:"+backCounter); + if (tweens[backId] != null && tweens[backId].uniqueId == uniqueId && tweens[backId].counter == backCounter) { + // Debug.Log("tween count:" + tweens[backId].counter); + return tweens[backId]; + } + for(int i = 0; i <= tweenMaxSearch; i++){ + if (tweens[i].uniqueId == uniqueId && tweens[i].counter == backCounter) { + return tweens[i]; + } + } + return null; + } + + public static LTDescr description( int uniqueId ){ + return descr( uniqueId ); + } + + /** + * Retrieve a tweens LTDescr object(s) to modify + * + * @method LeanTween.descriptions + * @param {GameObject} id:GameObject object whose tween descriptions you want to retrieve + * @example LeanTween.move( gameObject, new Vector3(0f,1f,2f), 1f).setOnComplete( oldMethod );

    + *
    // later I want decide I want to change onComplete method
    + * LTDescr[] descr = LeanTween.descriptions( gameObject );
    + * if(descr.Length>0) // make sure there is a valid description for this target
    + *   descr[0].setOnComplete( newMethod );// in this case we only ever expect there to be one tween on this object
    + */ + public static LTDescr[] descriptions(GameObject gameObject = null) { + if (gameObject == null) return null; + + List descrs = new List(); + Transform trans = gameObject.transform; + for (int i = 0; i <= tweenMaxSearch; i++) { + if (tweens[i].toggle && tweens[i].trans == trans) + descrs.Add( tweens[i] ); + } + return descrs.ToArray(); + } + + [System.Obsolete("Use 'pause( id )' instead")] + public static void pause( GameObject gameObject, int uniqueId ){ + pause( uniqueId ); + } + + /** + * Pause all tweens for a GameObject + * + * @method LeanTween.pause + * @param {int} id:int Id of the tween you want to pause + * @example + * int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + * LeanTween.pause( id );
    + * // Later....
    + * LeanTween.resume( id ); + */ + public static void pause( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if(tweens[backId].counter==backCounter){ + tweens[backId].pause(); + } + } + + /** + * Pause all tweens for a GameObject + * + * @method LeanTween.pause + * @param {GameObject} gameObject:GameObject GameObject whose tweens you want to pause + */ + public static void pause( GameObject gameObject ){ + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].trans==trans){ + tweens[i].pause(); + } + } + } + + /** + * Pause all active tweens + * + * @method LeanTween.pauseAll + */ + public static void pauseAll(){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++){ + tweens[i].pause(); + } + } + + /** + * Resume all active tweens + * + * @method LeanTween.resumeAll + */ + public static void resumeAll(){ + init(); + for (int i = 0; i <= tweenMaxSearch; i++){ + tweens[i].resume(); + } + } + + [System.Obsolete("Use 'resume( id )' instead")] + public static void resume( GameObject gameObject, int uniqueId ){ + resume( uniqueId ); + } + + /** + * Resume a specific tween + * + * @method LeanTween.resume + * @param {int} id:int Id of the tween you want to resume + * @example + * int id = LeanTween.moveX(gameObject, 5, 1.0).id
    + * LeanTween.pause( id );
    + * // Later....
    + * LeanTween.resume( id ); + */ + public static void resume( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if(tweens[backId].counter==backCounter){ + tweens[backId].resume(); + } + } + + /** + * Resume all the tweens on a GameObject + * + * @method LeanTween.resume + * @param {GameObject} gameObject:GameObject GameObject whose tweens you want to resume + */ + public static void resume( GameObject gameObject ){ + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].trans==trans) + tweens[i].resume(); + } + } + + /** + * Test whether or not a tween is paused on a GameObject + * + * @method LeanTween.isPaused + * @param {GameObject} gameObject:GameObject GameObject that you want to test if it is paused + */ + public static bool isPaused(GameObject gameObject = null) + { + if (gameObject == null) + { + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (Mathf.Equals(tweens[i].direction, 0f)) + return true; + } + return false; + } + Transform trans = gameObject.transform; + for (int i = 0; i <= tweenMaxSearch; i++) + { + if (Mathf.Equals(tweens[i].direction, 0f) && tweens[i].trans == trans) + return true; + } + return false; + } + + public static bool isPaused(RectTransform rect) + { + return isTweening(rect.gameObject); + } + + /** + * Test whether or not a tween is paused or not + * + * @method LeanTween.isPaused + * @param {GameObject} id:int id of the tween that you want to test if it is paused + * @example + * int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + * LeanTween.pause(gameObject);
    + * if(LeanTween.isPaused( id ))
    + *      Debug.Log("I am paused!");
    + */ + public static bool isPaused(int uniqueId) + { + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId < 0 || backId >= maxTweens) return false; + // Debug.Log("tweens[backId].counter:"+tweens[backId].counter+" backCounter:"+backCounter +" toggle:"+tweens[backId].toggle); + if (tweens[backId].counter == backCounter && Mathf.Equals(tweens[i].direction, 0f)) + { + return true; + } + return false; + } + + /** + * Test whether or not a tween is active on a GameObject + * + * @method LeanTween.isTweening + * @param {GameObject} gameObject:GameObject GameObject that you want to test if it is tweening + */ + public static bool isTweening( GameObject gameObject = null ){ + if(gameObject==null){ + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle) + return true; + } + return false; + } + Transform trans = gameObject.transform; + for(int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle && tweens[i].trans==trans) + return true; + } + return false; + } + + public static bool isTweening( RectTransform rect ){ + return isTweening(rect.gameObject); + } + + /** + * Test whether or not a tween is active or not + * + * @method LeanTween.isTweening + * @param {GameObject} id:int id of the tween that you want to test if it is tweening + * @example + * int id = LeanTween.moveX(gameObject, 1f, 3f).id;
    + * if(LeanTween.isTweening( id ))
    + *      Debug.Log("I am tweening!");
    + */ + public static bool isTweening( int uniqueId ){ + int backId = uniqueId & 0xFFFF; + int backCounter = uniqueId >> 16; + if (backId < 0 || backId >= maxTweens) return false; + // Debug.Log("tweens[backId].counter:"+tweens[backId].counter+" backCounter:"+backCounter +" toggle:"+tweens[backId].toggle); + if(tweens[backId].counter==backCounter && tweens[backId].toggle){ + return true; + } + return false; + } + + public static bool isTweening( LTRect ltRect ){ + for( int i = 0; i <= tweenMaxSearch; i++){ + if(tweens[i].toggle && tweens[i]._optional.ltRect==ltRect) + return true; + } + return false; + } + + public static void drawBezierPath(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float arrowSize = 0.0f, Transform arrowTransform = null){ + Vector3 last = a; + Vector3 p; + Vector3 aa = (-a + 3*(b-c) + d); + Vector3 bb = 3*(a+c) - 6*b; + Vector3 cc = 3*(b-a); + + float t; + + if(arrowSize>0.0f){ + Vector3 beforePos = arrowTransform.position; + Quaternion beforeQ = arrowTransform.rotation; + float distanceTravelled = 0f; + + for(float k = 1.0f; k <= 120.0f; k++){ + t = k / 120.0f; + p = ((aa* t + (bb))* t + cc)* t + a; + Gizmos.DrawLine(last, p); + distanceTravelled += (p-last).magnitude; + if(distanceTravelled>1f){ + distanceTravelled = distanceTravelled - 1f; + /*float deltaY = p.y - last.y; + float deltaX = p.x - last.x; + float ang = Mathf.Atan(deltaY / deltaX); + Vector3 arrow = p + new Vector3( Mathf.Cos(ang+2.5f), Mathf.Sin(ang+2.5f), 0f)*0.5f; + Gizmos.DrawLine(p, arrow); + arrow = p + new Vector3( Mathf.Cos(ang+-2.5f), Mathf.Sin(ang+-2.5f), 0f)*0.5f; + Gizmos.DrawLine(p, arrow);*/ + + arrowTransform.position = p; + arrowTransform.LookAt( last, Vector3.forward ); + Vector3 to = arrowTransform.TransformDirection(Vector3.right); + // Debug.Log("to:"+to+" tweenEmpty.transform.position:"+arrowTransform.position); + Vector3 back = (last-p); + back = back.normalized; + Gizmos.DrawLine(p, p + (to + back)*arrowSize); + to = arrowTransform.TransformDirection(-Vector3.right); + Gizmos.DrawLine(p, p + (to + back)*arrowSize); + } + last = p; + } + + arrowTransform.position = beforePos; + arrowTransform.rotation = beforeQ; + }else{ + for(float k = 1.0f; k <= 30.0f; k++){ + t = k / 30.0f; + p = ((aa* t + (bb))* t + cc)* t + a; + Gizmos.DrawLine(last, p); + last = p; + } + } + } + + public static object logError( string error ){ + if(throwErrors) Debug.LogError(error); else Debug.Log(error); + return null; + } + + public static LTDescr options(LTDescr seed){ Debug.LogError("error this function is no longer used"); return null; } + public static LTDescr options(){ + init(); + + bool found = false; + // Debug.Log("Search start"); + for(j=0, i = startSearch; j <= maxTweens; i++){ + if(j >= maxTweens) + return logError("LeanTween - You have run out of available spaces for tweening. To avoid this error increase the number of spaces to available for tweening when you initialize the LeanTween class ex: LeanTween.init( "+(maxTweens*2)+" );") as LTDescr; + if(i>=maxTweens) + i = 0; + // Debug.Log("searching i:"+i); + if(tweens[i].toggle==false){ + if(i+1>tweenMaxSearch && i+1 < maxTweens) + tweenMaxSearch = i+1; + startSearch = i + 1; + found = true; + break; + } + + j++; + } + if(found==false) + logError("no available tween found!"); + + // Debug.Log("new tween with i:"+i+" counter:"+tweens[i].counter+" tweenMaxSearch:"+tweenMaxSearch+" tween:"+tweens[i]); + tweens[i].reset(); + + global_counter++; + if(global_counter>0x8000) + global_counter = 0; + + tweens[i].setId( (uint)i, global_counter ); + + return tweens[i]; + } + + + public static GameObject tweenEmpty{ + get{ + init(maxTweens); + return _tweenEmpty; + } + } + + public static int startSearch = 0; + public static LTDescr d; + + private static LTDescr pushNewTween( GameObject gameObject, Vector3 to, float time, LTDescr tween ){ + init(maxTweens); + if(gameObject==null || tween==null) + return null; + + tween.trans = gameObject.transform; + tween.to = to; + tween.time = time; + + if (tween.time <= 0f) + tween.updateInternal(); + //tween.hasPhysics = gameObject.rigidbody!=null; + + return tween; + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Play a sequence of images on a Unity UI Object + * + * @method LeanTween.play + * @param {RectTransform} rectTransform:RectTransform RectTransform that you want to play the sequence of sprites on + * @param {Sprite[]} sprites:Sprite[] Sequence of sprites to be played + * @return {LTDescr} LTDescr an object that distinguishes the tween
    + * @example + * LeanTween.play(gameObject.GetComponent<RectTransform>(), sprites).setLoopPingPong(); + */ + public static LTDescr play(RectTransform rectTransform, UnityEngine.Sprite[] sprites){ + float defaultFrameRate = 0.25f; + float time = defaultFrameRate * sprites.Length; + return pushNewTween(rectTransform.gameObject, new Vector3((float)sprites.Length - 1.0f,0,0), time, options().setCanvasPlaySprite().setSprites( sprites ).setRepeat(-1)); + } + #endif + + + /** + * Retrieve a sequencer object where you can easily chain together tweens and methods one after another + * + * @method LeanTween.sequence + * @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to + * @example + * var seq = LeanTween.sequence();
    + * seq.add(1f); // delay everything one second
    + * seq.add( () => { // fire an event before start
    + *  Debug.Log("I have started");
    + * });
    + * seq.add( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween
    + * seq.add( () => { // fire event after tween
    + *  Debug.Log("We are done now");
    + * });;
    + */ + public static LTSeq sequence(bool initSequence = true) + { + init(maxTweens); + // Loop through and find available sequence + for (int i = 0; i < sequences.Length; i++) + { + // Debug.Log("i:" + i + " sequences[i]:" + sequences[i]); + if (sequences[i].tween == null || sequences[i].tween.toggle == false) + { + if (sequences[i].toggle == false) + { + LTSeq seq = sequences[i]; + if (initSequence) + { + seq.init((uint)(i + tweens.Length), global_counter); + + global_counter++; + if (global_counter > 0x8000) + global_counter = 0; + } + else + { + seq.reset(); + } + + return seq; + } + } + } + + return null; + } + + /** + * Fade a gameobject's material to a certain alpha value. + * + * @method LeanTween.alpha + * @param {GameObject} gameObject:GameObject Gameobject that you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alpha(gameObject, 1f, 1f) .setDelay(1f); + */ + public static LTDescr alpha(GameObject gameObject, float to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(to,0,0), time, options().setAlpha() ); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + /** + * Fade a GUI Object + * + * @method LeanTween.alpha + * @param {LTRect} ltRect:LTRect LTRect that you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alpha(ltRect, 1f, 1f) .setEase(LeanTweenType.easeInCirc); + */ + public static LTDescr alpha(LTRect ltRect, float to, float time){ + ltRect.alphaEnabled = true; + return pushNewTween( tweenEmpty, new Vector3(to,0f,0f), time, options().setGUIAlpha().setRect( ltRect ) ); + } + + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Fade a Unity UI Object + * + * @method LeanTween.alphaText + * @param {RectTransform} rectTransform:RectTransform RectTransform associated with the Text Component you wish to fade + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alphaText(gameObject.GetComponent<RectTransform>(), 1f, 1f) .setEase(LeanTweenType.easeInCirc); + */ + public static LTDescr textAlpha(RectTransform rectTransform, float to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(to,0,0), time, options().setTextAlpha()); + } + public static LTDescr alphaText(RectTransform rectTransform, float to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(to,0,0), time, options().setTextAlpha()); + } + + /** + * Fade a Unity UI Canvas Group + * + * @method LeanTween.alphaCanvas + * @param {RectTransform} rectTransform:RectTransform RectTransform that the CanvasGroup is attached to + * @param {float} to:float the final alpha value (0-1) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.alphaCanvas(gameObject.GetComponent<RectTransform>(), 0f, 1f) .setLoopPingPong(); + */ + public static LTDescr alphaCanvas(CanvasGroup canvasGroup, float to, float time){ + return pushNewTween(canvasGroup.gameObject, new Vector3(to,0,0), time, options().setCanvasGroupAlpha()); + } + #endif + + /** + * This works by tweening the vertex colors directly +
    + Vertex-based coloring is useful because you avoid making a copy of your + object's material for each instance that needs a different color.
    +
    + A shader that supports vertex colors is required for it to work + (for example the shaders in Mobile/Particles/) + * + * @method LeanTween.alphaVertex + * @param {GameObject} gameObject:GameObject Gameobject that you wish to alpha + * @param {float} to:float The alpha value you wish to tween to + * @param {float} time:float The time with which to delay before calling the function + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr alphaVertex(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0f,0f), time, options().setAlphaVertex() ); + } + + /** + * Change a gameobject's material to a certain color value + * + * @method LeanTween.color + * @param {GameObject} gameObject:GameObject Gameobject that you wish to change the color + * @param {Color} to:Color the final color value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.color(gameObject, Color.yellow, 1f) .setDelay(1f); + */ + public static LTDescr color(GameObject gameObject, Color to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setColor().setPoint( new Vector3(to.r, to.g, to.b) ) ); + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + /** + * Change the color a Unity UI Object + * + * @method LeanTween.colorText + * @param {RectTransform} rectTransform:RectTransform RectTransform attached to the Text Component whose color you want to change + * @param {Color} to:Color the final alpha value ex: Color.Red, new Color(1.0f,1.0f,0.0f,0.8f) + * @param {float} time:float The time with which to fade the object + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * LeanTween.colorText(gameObject.GetComponent<RectTransform>(), Color.yellow, 1f) .setDelay(1f); + */ + public static LTDescr textColor(RectTransform rectTransform, Color to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setTextColor().setPoint(new Vector3(to.r, to.g, to.b))); + } + public static LTDescr colorText(RectTransform rectTransform, Color to, float time){ + return pushNewTween(rectTransform.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setTextColor().setPoint(new Vector3(to.r, to.g, to.b))); + } + #endif + + /** + * Call a method after a specified amount of time + * + * @method LeanTween.delayedCall + * @param {GameObject} gameObject:GameObject Gameobject that you wish to associate with this delayed call + * @param {float} time:float delay The time you wish to pass before the method is called + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.delayedCall(gameObject, 1f, ()=>{
    Debug.Log("I am called one second later!");
    })); + */ + public static LTDescr delayedCall( float delayTime, Action callback){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr delayedCall( float delayTime, Action callback){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr delayedCall( GameObject gameObject, float delayTime, Action callback){ + return pushNewTween( gameObject, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr delayedCall( GameObject gameObject, float delayTime, Action callback){ + return pushNewTween( gameObject, Vector3.zero, delayTime, options().setCallback().setOnComplete(callback) ); + } + + public static LTDescr destroyAfter( LTRect rect, float delayTime){ + return pushNewTween( tweenEmpty, Vector3.zero, delayTime, options().setCallback().setRect( rect ).setDestroyOnComplete(true) ); + } + + /*public static LTDescr delayedCall(GameObject gameObject, float delayTime, string callback){ + return pushNewTween( gameObject, Vector3.zero, delayTime, TweenAction.CALLBACK, options().setOnComplete( callback ) ); + }*/ + + + /** + * Move a GameObject to a certain location + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3} vec:Vector3 to The final positin with which to move to + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject, new Vector3(0f,-3f,5f), 2.0f) .setEase( LeanTweenType.easeOutQuad ); + */ + public static LTDescr move(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setMove() ); + } + public static LTDescr move(GameObject gameObject, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x, to.y, gameObject.transform.position.z), time, options().setMove() ); + } + + + /** + * Move a GameObject along a set of bezier curves + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: Point1,Handle2,Handle1,Point2,... + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.move(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.move(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);;
    + */ + public static LTDescr move(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveCurved(); + if(d.optional.path==null) + d.optional.path = new LTBezierPath( to ); + else + d.optional.path.setPoints( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + public static LTDescr move(GameObject gameObject, LTBezierPath to, float time) { + d = options().setMoveCurved(); + d.optional.path = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + public static LTDescr move(GameObject gameObject, LTSpline to, float time) { + d = options().setMoveSpline(); + d.optional.spline = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + /** + * Move a GameObject through a set of points + * + * @method LeanTween.moveSpline + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd
    Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value. + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSpline(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveSpline(); + d.optional.spline = new LTSpline( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GameObject through a set of points + * + * @method LeanTween.moveSpline + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {LTSpline} spline:LTSpline pass a pre-existing LTSpline for the object to move along + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, ltSpline, 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveSpline(gameObject, ltSpline, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSpline(GameObject gameObject, LTSpline to, float time){ + d = options().setMoveSpline(); + d.optional.spline = to; + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GameObject through a set of points, in local space + * + * @method LeanTween.moveSplineLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: ControlStart,Pt1,Pt2,Pt3,.. ..ControlEnd + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveSpline(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0) .setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveSplineLocal(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveSplineLocal(); + d.optional.spline = new LTSpline( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + /** + * Move a GUI Element to a certain location + * + * @method LeanTween.move (GUI) + * @param {LTRect} ltRect:LTRect ltRect LTRect object that you wish to move + * @param {Vector2} vec:Vector2 to The final position with which to move to (pixel coordinates) + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr move(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIMove().setRect( ltRect ) ); + } + + public static LTDescr moveMargin(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIMoveMargin().setRect( ltRect ) ); + } + + /** + * Move a GameObject along the x-axis + * + * @method LeanTween.moveX + * @param {GameObject} gameObject:GameObject gameObject Gameobject that you wish to move + * @param {float} to:float to The final position with which to move to + * @param {float} time:float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveX() ); + } + + /** + * Move a GameObject along the y-axis + * + * @method LeanTween.moveY + * @param {GameObject} GameObject gameObject Gameobject that you wish to move + * @param {float} float to The final position with which to move to + * @param {float} float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveY() ); + } + + /** + * Move a GameObject along the z-axis + * + * @method LeanTween.moveZ + * @param {GameObject} GameObject gameObject Gameobject that you wish to move + * @param {float} float to The final position with which to move to + * @param {float} float time The time to complete the move in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveZ() ); + } + + /** + * Move a GameObject to a certain location relative to the parent transform. + * + * @method LeanTween.moveLocal + * @param {GameObject} GameObject gameObject Gameobject that you wish to rotate + * @param {Vector3} Vector3 to The final positin with which to move to + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr moveLocal(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setMoveLocal() ); + } + + /** + * Move a GameObject along a set of bezier curves, in local space + * + * @method LeanTween.moveLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Vector3[]} path:Vector3[] A set of points that define the curve(s) ex: Point1,Handle1,Handle2,Point2,... + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Javascript:
    + * LeanTween.moveLocal(gameObject, [Vector3(0,0,0),Vector3(1,0,0),Vector3(1,0,0),Vector3(1,0,1)], 2.0).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);

    + * C#:
    + * LeanTween.moveLocal(gameObject, new Vector3[]{Vector3(0f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,0f),Vector3(1f,0f,1f)}).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true);
    + */ + public static LTDescr moveLocal(GameObject gameObject, Vector3[] to, float time){ + d = options().setMoveCurvedLocal(); + if(d.optional.path==null) + d.optional.path = new LTBezierPath( to ); + else + d.optional.path.setPoints( to ); + + return pushNewTween( gameObject, new Vector3(1.0f,0.0f,0.0f), time, d ); + } + + public static LTDescr moveLocalX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalX() ); + } + + public static LTDescr moveLocalY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalY() ); + } + + public static LTDescr moveLocalZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setMoveLocalZ() ); + } + + public static LTDescr moveLocal(GameObject gameObject, LTBezierPath to, float time) { + d = options().setMoveCurvedLocal(); + d.optional.path = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + public static LTDescr moveLocal(GameObject gameObject, LTSpline to, float time) { + d = options().setMoveSplineLocal(); + d.optional.spline = to; + + return pushNewTween(gameObject, new Vector3(1.0f, 0.0f, 0.0f), time, d); + } + + /** + * Move a GameObject to another transform + * + * @method LeanTween.move + * @param {GameObject} gameObject:GameObject Gameobject that you wish to move + * @param {Transform} destination:Transform Transform whose position the tween will finally end on + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject, anotherTransform, 2.0f) .setEase( LeanTweenType.easeOutQuad ); + */ + public static LTDescr move(GameObject gameObject, Transform to, float time){ + return pushNewTween(gameObject, Vector3.zero, time, options().setTo(to).setMoveToTransform() ); + } + + /** + * Rotate a GameObject, to values are in passed in degrees + * + * @method LeanTween.rotate + * @param {GameObject} GameObject gameObject Gameobject that you wish to rotate + * @param {Vector3} Vector3 to The final rotation with which to rotate to + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotate(cube, new Vector3(180f,30f,0f), 1.5f); + */ + + public static LTDescr rotate(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setRotate() ); + } + + /** + * Rotate a GUI element (using an LTRect object), to a value that is in degrees + * + * @method LeanTween.rotate + * @param {LTRect} ltRect:LTRect LTRect that you wish to rotate + * @param {float} to:float The final rotation with which to rotate to + * @param {float} time:float The time to complete the tween in + * @param {Array} optional:Array Object Array where you can pass optional items. + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * if(GUI.Button(buttonRect.rect, "Rotate"))
    + * LeanTween.rotate( buttonRect4, 150.0f, 1.0f).setEase(LeanTweenType.easeOutElastic);
    + * GUI.matrix = Matrix4x4.identity;
    + */ + public static LTDescr rotate(LTRect ltRect, float to, float time){ + return pushNewTween( tweenEmpty, new Vector3(to,0f,0f), time, options().setGUIRotate().setRect( ltRect ) ); + } + + /** + * Rotate a GameObject in the objects local space (on the transforms localEulerAngles object) + * + * @method LeanTween.rotateLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} to:Vector3 The final rotation with which to rotate to + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateLocal(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setRotateLocal() ); + } + + /** + * Rotate a GameObject only on the X axis Rotate a GameObject only on the X axis + * + * @method LeanTween.rotateX + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final x-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateX() ); + } + + /** + * Rotate a GameObject only on the Y axis + * + * @method LeanTween.rotateY + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final y-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateY() ); + } + + /** + * Rotate a GameObject only on the Z axis + * + * @method LeanTween.rotateZ + * @param {GameObject} GameObject Gameobject that you wish to rotate + * @param {float} to:float The final z-axis rotation with which to rotate + * @param {float} time:float The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr rotateZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setRotateZ() ); + } + + /** + * Rotate a GameObject around a certain Axis (the best method to use when you want to rotate beyond 180 degrees) + * + * @method LeanTween.rotateAround + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} vec:Vector3 axis in which to rotate around ex: Vector3.up + * @param {float} degrees:float the degrees in which to rotate + * @param {float} time:float time The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example:
    + * LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f ); + */ + public static LTDescr rotateAround(GameObject gameObject, Vector3 axis, float add, float time){ + return pushNewTween( gameObject, new Vector3(add,0f,0f), time, options().setAxis(axis).setRotateAround() ); + } + + /** + * Rotate a GameObject around a certain Axis in Local Space (the best method to use when you want to rotate beyond 180 degrees) + * + * @method LeanTween.rotateAroundLocal + * @param {GameObject} gameObject:GameObject Gameobject that you wish to rotate + * @param {Vector3} vec:Vector3 axis in which to rotate around ex: Vector3.up + * @param {float} degrees:float the degrees in which to rotate + * @param {float} time:float time The time to complete the rotation in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example:
    + * LeanTween.rotateAround ( gameObject, Vector3.left, 90f, 1f ); + */ + public static LTDescr rotateAroundLocal(GameObject gameObject, Vector3 axis, float add, float time){ + return pushNewTween( gameObject, new Vector3(add,0f,0f), time, options().setRotateAroundLocal().setAxis(axis) ); + } + + /** + * Scale a GameObject to a certain size + * + * @method LeanTween.scale + * @param {GameObject} gameObject:GameObject gameObject Gameobject that you wish to scale + * @param {Vector3} vec:Vector3 to The size with which to tween to + * @param {float} time:float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scale(GameObject gameObject, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setScale() ); + } + + /** + * Scale a GUI Element to a certain width and height + * + * @method LeanTween.scale (GUI) + * @param {LTRect} LTRect ltRect LTRect object that you wish to move + * @param {Vector2} Vector2 to The final width and height to scale to (pixel based) + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    + * LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 ).setEase(LeanTweenType.easeOutBounce);
    + * function OnGUI(){
    + *   if(GUI.Button(bRect.rect, "Scale")){ }
    + * }
    + *
    + * Example C#:
    + * LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    + * LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f ).setEase(LeanTweenType.easeOutBounce);
    + * void OnGUI(){
    + *   if(GUI.Button(bRect.rect, "Scale")){ }
    + * }
    + */ + public static LTDescr scale(LTRect ltRect, Vector2 to, float time){ + return pushNewTween( tweenEmpty, to, time, options().setGUIScale().setRect( ltRect ) ); + } + + /** + * Scale a GameObject to a certain size along the x-axis only + * + * @method LeanTween.scaleX + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleX(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleX() ); + } + + /** + * Scale a GameObject to a certain size along the y-axis only + * + * @method LeanTween.scaleY + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleY(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleY() ); + } + + /** + * Scale a GameObject to a certain size along the z-axis only + * + * @method LeanTween.scaleZ + * @param {GameObject} gameObject:GameObject Gameobject that you wish to scale + * @param {float} scaleTo:float the size with which to scale to + * @param {float} time:float the time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr scaleZ(GameObject gameObject, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setScaleZ()); + } + + /** + * Tween any particular value (float) + * + * @method LeanTween.value (float) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {float} from:float The original value to start the tween from + * @param {Vector3} to:float The final float with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( function( val:float ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, 1f, 5f, 5f).setOnUpdate( (float val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setFrom( new Vector3(from,0,0) ) ); + } + public static LTDescr value(float from, float to, float time){ + return pushNewTween( tweenEmpty, new Vector3(to,0,0), time, options().setCallback().setFrom( new Vector3(from,0,0) ) ); + } + + /** + * Tween any particular value (Vector2) + * + * @method LeanTween.value (Vector2) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Vector2} from:Vector2 The original value to start the tween from + * @param {Vector3} to:Vector2 The final Vector2 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, new Vector2(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( function( val:Vector2 ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, new Vector3(1f,0f), new Vector3(5f,0f), 5f).setOnUpdate( (Vector2 val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Vector2 from, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x,to.y,0), time, options().setValue3().setTo( new Vector3(to.x,to.y,0f) ).setFrom( new Vector3(from.x,from.y,0) ) ); + } + + /** + * Tween any particular value (Vector3) + * + * @method LeanTween.value (Vector3) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Vector3} from:Vector3 The original value to start the tween from + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( function( val:Vector3 ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, new Vector3(1f,0f,0f), new Vector3(5f,0f,0f), 5f).setOnUpdate( (Vector3 val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Vector3 from, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setValue3().setFrom( from ) ); + } + + /** + * Tween any particular value (Color) + * + * @method LeanTween.value (Color) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Color} from:Color The original value to start the tween from + * @param {Color} to:Color The final Color with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( function( val:Color ){
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, Color.red, Color.yellow, 5f).setOnUpdate( (Color val)=>{
    + *  Debug.Log("tweened val:"+val);
    + * } );
    + */ + public static LTDescr value(GameObject gameObject, Color from, Color to, float time){ + LTDescr lt = pushNewTween( gameObject, new Vector3(1f, to.a, 0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setFromColor(from).setHasInitialized(false) ); + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 + SpriteRenderer ren = gameObject.GetComponent(); + lt.spriteRen = ren; + #endif + return lt; + } + + /** + * Tween any particular value, it does not need to be tied to any particular type or GameObject + * + * @method LeanTween.value (float) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( float val ){ } + * @param {float} float from The original value to start the tween from + * @param {float} float to The value to end the tween on + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:float ){
    + *   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( float val ){
    + *   Debug.Log("tweened value:"+val+" set this to whatever variable you are tweening...");
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdate, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setTo( new Vector3(to,0,0) ).setFrom( new Vector3(from,0,0) ).setOnUpdate(callOnUpdate) ); + } + + /** + * Tweens any float value, it does not need to be tied to any particular type or GameObject + * + * @method LeanTween.value (float) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdateRatio:Action Function that's called every Update frame. It must accept two float values ex: function updateValue( float val, float ratio){ } + * @param {float} float from The original value to start the tween from + * @param {float} float to The value to end the tween on + * @param {float} float time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:float, ratio:float ){
    + *   Debug.Log("tweened value:"+val+" percent complete:"+ratio*100);
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, 180f, 270f, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( float val, float ratio ){
    + *   Debug.Log("tweened value:"+val+" percent complete:"+ratio*100);
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdateRatio, float from, float to, float time) { + return pushNewTween(gameObject, new Vector3(to, 0, 0), time, options().setCallback().setTo(new Vector3(to, 0, 0)).setFrom(new Vector3(from, 0, 0)).setOnUpdateRatio(callOnUpdateRatio)); + } + + /** + * Tween from one color to another + * + * @method LeanTween.value (Color) + * @param {GameObject} GameObject gameObject GameObject with which to tie the tweening with. This is only used when you need to cancel this tween, it does not actually perform any operations on this gameObject + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a color value ex: function updateValue( Color val ){ } + * @param {Color} Color from The original value to start the tween from + * @param {Color} Color to The value to end the tween on + * @param {Color} Color time The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example + * Example Javascript:
    + * LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + * function updateValueExampleCallback( val:Color ){
    + *   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + * }
    + *
    + * Example C#:
    + * LeanTween.value( gameObject, updateValueExampleCallback, Color.red, Color.green, 1f).setEase(LeanTweenType.easeOutElastic);
    + * void updateValueExampleCallback( Color val ){
    + *   Debug.Log("tweened color:"+val+" set this to whatever variable you are tweening...");
    + * }
    + */ + + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Color from, Color to, float time){ + return pushNewTween( gameObject, new Vector3(1.0f,to.a,0.0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setAxis( new Vector3(from.r, from.g, from.b) ).setFrom( new Vector3(0.0f, from.a, 0.0f) ).setHasInitialized(false).setOnUpdateColor(callOnUpdate) ); + } + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Color from, Color to, float time){ + return pushNewTween( gameObject, new Vector3(1.0f,to.a,0.0f), time, options().setCallbackColor().setPoint( new Vector3(to.r, to.g, to.b) ) + .setAxis( new Vector3(from.r, from.g, from.b) ).setFrom( new Vector3(0.0f, from.a, 0.0f) ).setHasInitialized(false).setOnUpdateColor(callOnUpdate) ); + } + + /** + * Tween any particular value (Vector2), this could be used to tween an arbitrary value like offset property + * + * @method LeanTween.value (Vector2) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ } + * @param {float} from:Vector2 The original value to start the tween from + * @param {Vector2} to:Vector2 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Vector2 from, Vector2 to, float time){ + return pushNewTween( gameObject, new Vector3(to.x,to.y,0f), time, options().setValue3().setTo( new Vector3(to.x,to.y,0f) ).setFrom( new Vector3(from.x,from.y,0f) ).setOnUpdateVector2(callOnUpdate) ); + } + + /** + * Tween any particular value (Vector3), this could be used to tween an arbitrary property that uses a Vector + * + * @method LeanTween.value (Vector3) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val ){ } + * @param {float} from:Vector3 The original value to start the tween from + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, Vector3 from, Vector3 to, float time){ + return pushNewTween( gameObject, to, time, options().setValue3().setTo( to ).setFrom( from ).setOnUpdateVector3(callOnUpdate) ); + } + + /** + * Tween any particular value (float) + * + * @method LeanTween.value (float,object) + * @param {GameObject} gameObject:GameObject Gameobject that you wish to attach the tween to + * @param {Action} callOnUpdate:Action The function that is called on every Update frame, this function needs to accept a float value ex: function updateValue( Vector3 val, object obj ){ } + * @param {float} from:float The original value to start the tween from + * @param {Vector3} to:float The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + */ + public static LTDescr value(GameObject gameObject, Action callOnUpdate, float from, float to, float time){ + return pushNewTween( gameObject, new Vector3(to,0,0), time, options().setCallback().setTo( new Vector3(to,0,0) ).setFrom( new Vector3(from,0,0) ).setOnUpdate(callOnUpdate, gameObject) ); + } + + public static LTDescr delayedSound( AudioClip audio, Vector3 pos, float volume ){ + //Debug.LogError("Delay sound??"); + return pushNewTween( tweenEmpty, pos, 0f, options().setDelayedSound().setTo( pos ).setFrom( new Vector3(volume,0,0) ).setAudio( audio ) ); + } + + public static LTDescr delayedSound( GameObject gameObject, AudioClip audio, Vector3 pos, float volume ){ + //Debug.LogError("Delay sound??"); + return pushNewTween( gameObject, pos, 0f, options().setDelayedSound().setTo( pos ).setFrom( new Vector3(volume,0,0) ).setAudio( audio ) ); + } + + #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 + + /** + * Move a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.move (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.move(gameObject.GetComponent<RectTransform>(), new Vector3(200f,-100f,0f), 1f).setDelay(1f); + */ + public static LTDescr move(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasMove().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting x-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.moveX (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final x location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveX(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveX(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveX().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting y-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.moveY (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final y location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveY(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveY(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveY().setRect( rectTrans ) ); + } + + /** + * Move a RectTransform object affecting z-axis only (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...)n + * + * @method LeanTween.moveZ (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final x location with which to tween to + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.moveZ(gameObject.GetComponent<RectTransform>(), 200f, 1f).setDelay(1f); + */ + public static LTDescr moveZ(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasMoveZ().setRect( rectTrans ) ); + } + + /** + * Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotate (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotate(gameObject.GetComponent<RectTransform>(), 90f, 1f).setDelay(1f); + */ + public static LTDescr rotate(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(Vector3.forward) ); + } + + public static LTDescr rotate(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(Vector3.forward) ); + } + + /** + * Rotate a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotateAround (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} axis:Vector3 The axis in which to rotate the RectTransform (Vector3.forward is most commonly used) + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotateAround(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f); + */ + public static LTDescr rotateAround(RectTransform rectTrans, Vector3 axis, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAround().setRect( rectTrans ).setAxis(axis) ); + } + + /** + * Rotate a RectTransform object around it's local axis (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.rotateAroundLocal (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} axis:Vector3 The local axis in which to rotate the RectTransform (Vector3.forward is most commonly used) + * @param {float} to:float The degree with which to rotate the RectTransform + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.rotateAroundLocal(gameObject.GetComponent<RectTransform>(), Vector3.forward, 90f, 1f).setDelay(1f); + */ + public static LTDescr rotateAroundLocal(RectTransform rectTrans, Vector3 axis, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasRotateAroundLocal().setRect( rectTrans ).setAxis(axis) ); + } + + /** + * Scale a RectTransform object (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.scale (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector3} to:Vector3 The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.scale(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().localScale*2f, 1f).setDelay(1f); + */ + public static LTDescr scale(RectTransform rectTrans, Vector3 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasScale().setRect( rectTrans ) ); + } + + /** + * Change the sizeDelta of a RectTransform object (used in Unity Canvas, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.size (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {Vector2} to:Vector2 The final Vector2 the tween will end at for sizeDelta property + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.size(gameObject.GetComponent<RectTransform>(), gameObject.GetComponent<RectTransform>().sizeDelta*2f, 1f).setDelay(1f); + */ + public static LTDescr size(RectTransform rectTrans, Vector2 to, float time){ + return pushNewTween( rectTrans.gameObject, to, time, options().setCanvasSizeDelta().setRect( rectTrans ) ); + } + + /** + * Alpha an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.alpha (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.alpha(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f); + */ + public static LTDescr alpha(RectTransform rectTrans, float to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(to,0f,0f), time, options().setCanvasAlpha().setRect( rectTrans ) ); + } + + /** + * Change the Color of an Image Component attached to a RectTransform (used in Unity GUI in 4.6+, for Buttons, Panel, Scrollbar, etc...) + * + * @method LeanTween.alpha (RectTransform) + * @param {RectTransform} rectTrans:RectTransform RectTransform that you wish to attach the tween to + * @param {float} to:float The final Vector3 with which to tween to (localScale) + * @param {float} time:float The time to complete the tween in + * @return {LTDescr} LTDescr an object that distinguishes the tween + * @example LeanTween.color(gameObject.GetComponent<RectTransform>(), 0.5f, 1f).setDelay(1f); + */ + public static LTDescr color(RectTransform rectTrans, Color to, float time){ + return pushNewTween( rectTrans.gameObject, new Vector3(1.0f, to.a, 0.0f), time, options().setCanvasColor().setRect( rectTrans ).setPoint( new Vector3(to.r, to.g, to.b) ) ); + } + + #endif + + // Tweening Functions - Thanks to Robert Penner and GFX47 + + public static float tweenOnCurve( LTDescr tweenDescr, float ratioPassed ){ + // Debug.Log("single ratio:"+ratioPassed+" tweenDescr.animationCurve.Evaluate(ratioPassed):"+tweenDescr.animationCurve.Evaluate(ratioPassed)); + return tweenDescr.from.x + (tweenDescr.diff.x) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed); + } + + public static Vector3 tweenOnCurveVector( LTDescr tweenDescr, float ratioPassed ){ + return new Vector3(tweenDescr.from.x + (tweenDescr.diff.x) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed), + tweenDescr.from.y + (tweenDescr.diff.y) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed), + tweenDescr.from.z + (tweenDescr.diff.z) * tweenDescr.optional.animationCurve.Evaluate(ratioPassed) ); + } + + public static float easeOutQuadOpt( float start, float diff, float ratioPassed ){ + return -diff * ratioPassed * (ratioPassed - 2) + start; + } + + public static float easeInQuadOpt( float start, float diff, float ratioPassed ){ + return diff * ratioPassed * ratioPassed + start; + } + + public static float easeInOutQuadOpt( float start, float diff, float ratioPassed ){ + ratioPassed /= .5f; + if (ratioPassed < 1) return diff / 2 * ratioPassed * ratioPassed + start; + ratioPassed--; + return -diff / 2 * (ratioPassed * (ratioPassed - 2) - 1) + start; + } + + public static Vector3 easeInOutQuadOpt( Vector3 start, Vector3 diff, float ratioPassed ){ + ratioPassed /= .5f; + if (ratioPassed < 1) return diff / 2 * ratioPassed * ratioPassed + start; + ratioPassed--; + return -diff / 2 * (ratioPassed * (ratioPassed - 2) - 1) + start; + } + + public static float linear(float start, float end, float val){ + return Mathf.Lerp(start, end, val); + } + + public static float clerp(float start, float end, float val){ + float min = 0.0f; + float max = 360.0f; + float half = Mathf.Abs((max - min) / 2.0f); + float retval = 0.0f; + float diff = 0.0f; + if ((end - start) < -half){ + diff = ((max - start) + end) * val; + retval = start + diff; + }else if ((end - start) > half){ + diff = -((max - end) + start) * val; + retval = start + diff; + }else retval = start + (end - start) * val; + return retval; + } + + public static float spring(float start, float end, float val ){ + val = Mathf.Clamp01(val); + val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f ) + val) * (1f + (1.2f * (1f - val) )); + return start + (end - start) * val; + } + + public static float easeInQuad(float start, float end, float val){ + end -= start; + return end * val * val + start; + } + + public static float easeOutQuad(float start, float end, float val){ + end -= start; + return -end * val * (val - 2) + start; + } + + public static float easeInOutQuad(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val + start; + val--; + return -end / 2 * (val * (val - 2) - 1) + start; + } + + + public static float easeInOutQuadOpt2(float start, float diffBy2, float val, float val2){ + val /= .5f; + if (val < 1) return diffBy2 * val2 + start; + val--; + return -diffBy2 * ((val2 - 2) - 1f) + start; + } + + public static float easeInCubic(float start, float end, float val){ + end -= start; + return end * val * val * val + start; + } + + public static float easeOutCubic(float start, float end, float val){ + val--; + end -= start; + return end * (val * val * val + 1) + start; + } + + public static float easeInOutCubic(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val + start; + val -= 2; + return end / 2 * (val * val * val + 2) + start; + } + + public static float easeInQuart(float start, float end, float val){ + end -= start; + return end * val * val * val * val + start; + } + + public static float easeOutQuart(float start, float end, float val){ + val--; + end -= start; + return -end * (val * val * val * val - 1) + start; + } + + public static float easeInOutQuart(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val * val + start; + val -= 2; + return -end / 2 * (val * val * val * val - 2) + start; + } + + public static float easeInQuint(float start, float end, float val){ + end -= start; + return end * val * val * val * val * val + start; + } + + public static float easeOutQuint(float start, float end, float val){ + val--; + end -= start; + return end * (val * val * val * val * val + 1) + start; + } + + public static float easeInOutQuint(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * val * val * val * val * val + start; + val -= 2; + return end / 2 * (val * val * val * val * val + 2) + start; + } + + public static float easeInSine(float start, float end, float val){ + end -= start; + return -end * Mathf.Cos(val / 1 * (Mathf.PI / 2)) + end + start; + } + + public static float easeOutSine(float start, float end, float val){ + end -= start; + return end * Mathf.Sin(val / 1 * (Mathf.PI / 2)) + start; + } + + public static float easeInOutSine(float start, float end, float val){ + end -= start; + return -end / 2 * (Mathf.Cos(Mathf.PI * val / 1) - 1) + start; + } + + public static float easeInExpo(float start, float end, float val){ + end -= start; + return end * Mathf.Pow(2, 10 * (val / 1 - 1)) + start; + } + + public static float easeOutExpo(float start, float end, float val){ + end -= start; + return end * (-Mathf.Pow(2, -10 * val / 1) + 1) + start; + } + + public static float easeInOutExpo(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return end / 2 * Mathf.Pow(2, 10 * (val - 1)) + start; + val--; + return end / 2 * (-Mathf.Pow(2, -10 * val) + 2) + start; + } + + public static float easeInCirc(float start, float end, float val){ + end -= start; + return -end * (Mathf.Sqrt(1 - val * val) - 1) + start; + } + + public static float easeOutCirc(float start, float end, float val){ + val--; + end -= start; + return end * Mathf.Sqrt(1 - val * val) + start; + } + + public static float easeInOutCirc(float start, float end, float val){ + val /= .5f; + end -= start; + if (val < 1) return -end / 2 * (Mathf.Sqrt(1 - val * val) - 1) + start; + val -= 2; + return end / 2 * (Mathf.Sqrt(1 - val * val) + 1) + start; + } + + public static float easeInBounce(float start, float end, float val){ + end -= start; + float d = 1f; + return end - easeOutBounce(0, end, d-val) + start; + } + + public static float easeOutBounce(float start, float end, float val){ + val /= 1f; + end -= start; + if (val < (1 / 2.75f)){ + return end * (7.5625f * val * val) + start; + }else if (val < (2 / 2.75f)){ + val -= (1.5f / 2.75f); + return end * (7.5625f * (val) * val + .75f) + start; + }else if (val < (2.5 / 2.75)){ + val -= (2.25f / 2.75f); + return end * (7.5625f * (val) * val + .9375f) + start; + }else{ + val -= (2.625f / 2.75f); + return end * (7.5625f * (val) * val + .984375f) + start; + } + } + + public static float easeInOutBounce(float start, float end, float val){ + end -= start; + float d= 1f; + if (val < d/2) return easeInBounce(0, end, val*2) * 0.5f + start; + else return easeOutBounce(0, end, val*2-d) * 0.5f + end*0.5f + start; + } + + public static float easeInBack(float start, float end, float val, float overshoot = 1.0f){ + end -= start; + val /= 1; + float s= 1.70158f * overshoot; + return end * (val) * val * ((s + 1) * val - s) + start; + } + + public static float easeOutBack(float start, float end, float val, float overshoot = 1.0f){ + float s = 1.70158f * overshoot; + end -= start; + val = (val / 1) - 1; + return end * ((val) * val * ((s + 1) * val + s) + 1) + start; + } + + public static float easeInOutBack(float start, float end, float val, float overshoot = 1.0f){ + float s = 1.70158f * overshoot; + end -= start; + val /= .5f; + if ((val) < 1){ + s *= (1.525f) * overshoot; + return end / 2 * (val * val * (((s) + 1) * val - s)) + start; + } + val -= 2; + s *= (1.525f) * overshoot; + return end / 2 * ((val) * val * (((s) + 1) * val + s) + 2) + start; + } + + public static float easeInElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f){ + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + if (val == 1f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + + if(overshoot>1f && val>0.6f ) + overshoot = 1f + ((1f-val) / 0.4f * (overshoot-1f)); + // Debug.Log("ease in elastic val:"+val+" a:"+a+" overshoot:"+overshoot); + + val = val-1f; + return start-(a * Mathf.Pow(2f, 10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p)) * overshoot; + } + + public static float easeOutElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f){ + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + // Debug.Log("ease out elastic val:"+val+" a:"+a); + if (val == 1f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + if(overshoot>1f && val<0.4f ) + overshoot = 1f + (val / 0.4f * (overshoot-1f)); + // Debug.Log("ease out elastic val:"+val+" a:"+a+" overshoot:"+overshoot); + + return start + end + a * Mathf.Pow(2f, -10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p) * overshoot; + } + + public static float easeInOutElastic(float start, float end, float val, float overshoot = 1.0f, float period = 0.3f) + { + end -= start; + + float p = period; + float s = 0f; + float a = 0f; + + if (val == 0f) return start; + + val = val / (1f/2f); + if (val == 2f) return start + end; + + if (a == 0f || a < Mathf.Abs(end)){ + a = end; + s = p / 4f; + }else{ + s = p / (2f * Mathf.PI) * Mathf.Asin(end / a); + } + + if(overshoot>1f){ + if( val<0.2f ){ + overshoot = 1f + (val / 0.2f * (overshoot-1f)); + }else if( val > 0.8f ){ + overshoot = 1f + ((1f-val) / 0.2f * (overshoot-1f)); + } + } + + if (val < 1f){ + val = val-1f; + return start - 0.5f * (a * Mathf.Pow(2f, 10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p)) * overshoot; + } + val = val-1f; + return end + start + a * Mathf.Pow(2f, -10f * val) * Mathf.Sin((val - s) * (2f * Mathf.PI) / p) * 0.5f * overshoot; + } + + // Mark: LeanTween Following + + /** + * Follow another transforms position/scale/color with a damp transition (eases in and out to destination with no overshoot) + * + * @method LeanTween.followDamp + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @example + * LeanTween.followDamp(transform, followTransform, LeanProp.localY, 1.1f); + */ + public static LTDescr followDamp(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + + switch(prop){ + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.damp(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.diff = d.trans.position; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.damp(d.optional.axis, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + d.trans.position = d.optional.axis + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.damp(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.damp(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.damp(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.damp(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.damp(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.damp(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.damp(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.damp(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color with a springy transition (eases in and out to destination with possible overshoot bounciness) + * + * @method LeanTween.followSpring + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @example + * LeanTween.followSpring(transform, followTransform, LeanProp.localY); + */ + public static LTDescr followSpring(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f, float friction = 2f, float accelRate = 0.5f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.spring(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.diff = d.trans.position; + d.easeInternal = () => { + d.diff = LeanSmooth.spring(d.diff, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.position = d.diff;// + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.spring(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.spring(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.spring(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.spring(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.spring(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.spring(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.spring(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.spring(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color (with an ease that bounces back some when it reaches it's destination) + * + * @method LeanTween.followBounceOut + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} smoothTime:float roughly the time it takes to reach the destination + * @param {float} [maxSpeed]:float maximum speed at which it moves towards the destination + * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination + * @param {float} [accelRate]:float the rate it accelerates from it's initial position + * @param {float} [hitDamp]:float the rate at which to dampen the bounciness of when it reaches it's destination + * @example + * LeanTween.followBounceOut(transform, followTransform, LeanProp.localY, 1.1f); + */ + public static LTDescr followBounceOut(Transform trans, Transform target, LeanProp prop, float smoothTime, float maxSpeed = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.bounceOut(d.optional.axis, d.toTrans.localPosition, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.easeInternal = () => { + d.optional.axis = LeanSmooth.bounceOut(d.optional.axis, d.toTrans.position, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.position = d.optional.axis + d.toInternal; + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.bounceOut(d.trans.localPosition.x, d.toTrans.localPosition.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.bounceOut(d.trans.localPosition.y, d.toTrans.localPosition.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.bounceOut(d.trans.localPosition.z, d.toTrans.localPosition.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.bounceOut(d.trans.position.x, d.toTrans.position.x, ref d.fromInternal.x, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.bounceOut(d.trans.position.y, d.toTrans.position.y, ref d.fromInternal.y, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.bounceOut(d.trans.position.z, d.toTrans.position.z, ref d.fromInternal.z, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.bounceOut(d.trans.localScale, d.toTrans.localScale, ref d.fromInternal, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.bounceOut(d.trans.LeanColor(), d.toTrans.LeanColor(), ref d.optional.color, smoothTime, maxSpeed, Time.deltaTime, friction, accelRate, hitDamping); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + /** + * Follow another transforms position/scale/color with a constant speed + * + * @method LeanTween.followLinear + * @param {Transform} transform:Transform the transform you wish to be the follower + * @param {Transform} transform:Transform the transform you wish to follow + * @param {LeanProp} leanProp:LeanProp enum of the type of following you wish to do position, scale, color, etc. + * @param {float} moveSpeed:float roughly the time it takes to reach the destination + * @example + * LeanTween.followLinear(transform, followTransform, LeanProp.localY, 50f); + */ + public static LTDescr followLinear(Transform trans, Transform target, LeanProp prop, float moveSpeed) + { + var d = pushNewTween(trans.gameObject, Vector3.zero, float.MaxValue, options().setFollow().setTarget(target)); + switch (prop) + { + case LeanProp.localPosition: + d.optional.axis = d.trans.localPosition; + d.easeInternal = () => { + d.optional.axis = LeanSmooth.linear(d.optional.axis, d.toTrans.localPosition, moveSpeed); + d.trans.localPosition = d.optional.axis + d.toInternal; + }; break; + case LeanProp.position: + d.easeInternal = () => { + d.trans.position = LeanSmooth.linear(d.trans.position, d.toTrans.position, moveSpeed); + }; break; + case LeanProp.localX: + d.easeInternal = () => { + d.trans.LeanSetLocalPosX(LeanSmooth.linear(d.trans.localPosition.x, d.toTrans.localPosition.x, moveSpeed)); + }; break; + case LeanProp.localY: + d.easeInternal = () => { + d.trans.LeanSetLocalPosY(LeanSmooth.linear(d.trans.localPosition.y, d.toTrans.localPosition.y, moveSpeed)); + }; break; + case LeanProp.localZ: + d.easeInternal = () => { + d.trans.LeanSetLocalPosZ(LeanSmooth.linear(d.trans.localPosition.z, d.toTrans.localPosition.z, moveSpeed)); + }; break; + case LeanProp.x: + d.easeInternal = () => { + d.trans.LeanSetPosX(LeanSmooth.linear(d.trans.position.x, d.toTrans.position.x, moveSpeed)); + }; break; + case LeanProp.y: + d.easeInternal = () => { + d.trans.LeanSetPosY(LeanSmooth.linear(d.trans.position.y, d.toTrans.position.y, moveSpeed)); + }; break; + case LeanProp.z: + d.easeInternal = () => { + d.trans.LeanSetPosZ(LeanSmooth.linear(d.trans.position.z, d.toTrans.position.z, moveSpeed)); + }; break; + case LeanProp.scale: + d.easeInternal = () => { + d.trans.localScale = LeanSmooth.linear(d.trans.localScale, d.toTrans.localScale, moveSpeed); + }; break; + case LeanProp.color: + d.easeInternal = () => { + var col = LeanSmooth.linear(d.trans.LeanColor(), d.toTrans.LeanColor(), moveSpeed); + d.trans.GetComponent().material.color = col; + }; break; + } + + return d; + } + + // LeanTween Listening/Dispatch + + private static System.Action[] eventListeners; + private static GameObject[] goListeners; + private static int eventsMaxSearch = 0; + public static int EVENTS_MAX = 10; + public static int LISTENERS_MAX = 10; + private static int INIT_LISTENERS_MAX = LISTENERS_MAX; + + public static void addListener( int eventId, System.Action callback ){ + addListener(tweenEmpty, eventId, callback); + } + + /** + * Add a listener method to be called when the appropriate LeanTween.dispatchEvent is called + * + * @method LeanTween.addListener + * @param {GameObject} caller:GameObject the gameObject the listener is attached to + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {System.Action} callback:System.Action the method to call when the event has been dispatched + * @example + * LeanTween.addListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    + *
    + * void jumpUp( LTEvent e ){ Debug.Log("jump!"); }
    + */ + public static void addListener( GameObject caller, int eventId, System.Action callback ){ + if(eventListeners==null){ + INIT_LISTENERS_MAX = LISTENERS_MAX; + eventListeners = new System.Action[ EVENTS_MAX * LISTENERS_MAX ]; + goListeners = new GameObject[ EVENTS_MAX * LISTENERS_MAX ]; + } + // Debug.Log("searching for an empty space for:"+caller + " eventid:"+event); + for(i = 0; i < INIT_LISTENERS_MAX; i++){ + int point = eventId*INIT_LISTENERS_MAX + i; + if(goListeners[ point ]==null || eventListeners[ point ]==null){ + eventListeners[ point ] = callback; + goListeners[ point ] = caller; + if(i>=eventsMaxSearch) + eventsMaxSearch = i+1; + // Debug.Log("adding event for:"+caller.name); + + return; + } + #if UNITY_FLASH + if(goListeners[ point ] == caller && System.Object.ReferenceEquals( eventListeners[ point ], callback)){ + // Debug.Log("This event is already being listened for."); + return; + } + #else + if(goListeners[ point ] == caller && System.Object.Equals( eventListeners[ point ], callback)){ + // Debug.Log("This event is already being listened for."); + return; + } + #endif + } + Debug.LogError("You ran out of areas to add listeners, consider increasing LISTENERS_MAX, ex: LeanTween.LISTENERS_MAX = "+(LISTENERS_MAX*2)); + } + + public static bool removeListener( int eventId, System.Action callback ){ + return removeListener( tweenEmpty, eventId, callback); + } + + public static bool removeListener( int eventId ){ + int point = eventId*INIT_LISTENERS_MAX + i; + eventListeners[ point ] = null; + goListeners[ point ] = null; + return true; + } + + + /** + * Remove an event listener you have added + * @method LeanTween.removeListener + * @param {GameObject} caller:GameObject the gameObject the listener is attached to + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {System.Action} callback:System.Action the method that was specified to call when the event has been dispatched + * @example + * LeanTween.removeListener(gameObject, (int)MyEvents.JUMP, jumpUp);
    + *
    + * void jumpUp( LTEvent e ){ }
    + */ + public static bool removeListener( GameObject caller, int eventId, System.Action callback ){ + for(i = 0; i < eventsMaxSearch; i++){ + int point = eventId*INIT_LISTENERS_MAX + i; + #if UNITY_FLASH + if(goListeners[ point ] == caller && System.Object.ReferenceEquals( eventListeners[ point ], callback) ){ + #else + if(goListeners[ point ] == caller && System.Object.Equals( eventListeners[ point ], callback) ){ + #endif + eventListeners[ point ] = null; + goListeners[ point ] = null; + return true; + } + } + return false; + } + + /** + * Tell the added listeners that you are dispatching the event + * @method LeanTween.dispatchEvent + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @example + * LeanTween.dispatchEvent( (int)MyEvents.JUMP );
    + */ + public static void dispatchEvent( int eventId ){ + dispatchEvent( eventId, null); + } + + /** + * Tell the added listeners that you are dispatching the event + * @method LeanTween.dispatchEvent + * @param {int} eventId:int a unique int that describes the event (best to use an enum) + * @param {object} data:object Pass data to the listener, access it from the listener with *.data on the LTEvent object + * @example + * LeanTween.dispatchEvent( (int)MyEvents.JUMP, transform );
    + *
    + * void jumpUp( LTEvent e ){
    + *   Transform tran = (Transform)e.data;
    + * }
    + */ + public static void dispatchEvent( int eventId, object data ){ + for(int k = 0; k < eventsMaxSearch; k++){ + int point = eventId*INIT_LISTENERS_MAX + k; + if(eventListeners[ point ]!=null){ + if(goListeners[point]){ + eventListeners[ point ]( new LTEvent(eventId, data) ); + }else{ + eventListeners[ point ] = null; + } + } + } + } + + +} // End LeanTween class + +public class LTUtility { + + public static Vector3[] reverse( Vector3[] arr ){ + int length = arr.Length; + int left = 0; + int right = length - 1; + + for (; left < right; left += 1, right -= 1){ + Vector3 temporary = arr[left]; + arr[left] = arr[right]; + arr[right] = temporary; + } + return arr; + } +} + +public class LTBezier { + public float length; + + private Vector3 a; + private Vector3 aa; + private Vector3 bb; + private Vector3 cc; + private float len; + private float[] arcLengths; + + public LTBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float precision){ + this.a = a; + aa = (-a + 3*(b-c) + d); + bb = 3*(a+c) - 6*b; + cc = 3*(b-a); + + this.len = 1.0f / precision; + arcLengths = new float[(int)this.len + (int)1]; + arcLengths[0] = 0; + + Vector3 ov = a; + Vector3 v; + float clen = 0.0f; + for(int i = 1; i <= this.len; i++) { + v = bezierPoint(i * precision); + clen += (ov - v).magnitude; + this.arcLengths[i] = clen; + ov = v; + } + this.length = clen; + } + + private float map(float u) { + float targetLength = u * this.arcLengths[(int)this.len]; + int low = 0; + int high = (int)this.len; + int index = 0; + while (low < high) { + index = low + ((int)((high - low) / 2.0f) | 0); + if (this.arcLengths[index] < targetLength) { + low = index + 1; + } else { + high = index; + } + } + if(this.arcLengths[index] > targetLength) + index--; + if(index<0) + index = 0; + + return (index + (targetLength - arcLengths[index]) / (arcLengths[index + 1] - arcLengths[index])) / this.len; + } + + private Vector3 bezierPoint(float t){ + return ((aa* t + (bb))* t + cc)* t + a; + } + + public Vector3 point(float t){ + return bezierPoint( map(t) ); + } +} + +/** +* Manually animate along a bezier path with this class +* @class LTBezierPath +* @constructor +* @param {Vector3 Array} pts A set of points that define one or many bezier paths (the paths should be passed in multiples of 4, which correspond to each individual bezier curve)
    +* It goes in the order: startPoint,endControl,startControl,endPoint - Note: the control for the end and start are reversed! This is just a *quirk* of the API.
    +* +* @example +* LTBezierPath ltPath = new LTBezierPath( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(1f,0f,0f), new Vector3(1f,0f,0f), new Vector3(1f,1f,0f)} );

    +* LeanTween.move(lt, ltPath.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    +* Vector3 pt = ltPath.point( 0.6f ); // retrieve a point along the path +*/ +public class LTBezierPath { + public Vector3[] pts; + public float length; + public bool orientToPath; + public bool orientToPath2d; + + private LTBezier[] beziers; + private float[] lengthRatio; + private int currentBezier=0,previousBezier=0; + + public LTBezierPath(){ } + public LTBezierPath( Vector3[] pts_ ){ + setPoints( pts_ ); + } + + public void setPoints( Vector3[] pts_ ){ + if(pts_.Length<4) + LeanTween.logError( "LeanTween - When passing values for a vector path, you must pass four or more values!" ); + if(pts_.Length%4!=0) + LeanTween.logError( "LeanTween - When passing values for a vector path, they must be in sets of four: controlPoint1, controlPoint2, endPoint2, controlPoint2, controlPoint2..." ); + + pts = pts_; + + int k = 0; + beziers = new LTBezier[ pts.Length / 4 ]; + lengthRatio = new float[ beziers.Length ]; + int i; + length = 0; + for(i = 0; i < pts.Length; i+=4){ + beziers[k] = new LTBezier(pts[i+0],pts[i+2],pts[i+1],pts[i+3],0.05f); + length += beziers[k].length; + k++; + } + // Debug.Log("beziers.Length:"+beziers.Length + " beziers:"+beziers); + for(i = 0; i < beziers.Length; i++){ + lengthRatio[i] = beziers[i].length / length; + } + } + + /** + * @property {float} distance distance of the path (in unity units) + */ + public float distance{ + get{ + return length; + } + } + + /** + * Retrieve a point along a path + * + * @method point + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @return {Vector3} Vector3 position of the point along the path + * @example + * transform.position = ltPath.point( 0.6f ); + */ + public Vector3 point( float ratio ){ + float added = 0.0f; + for(int i = 0; i < lengthRatio.Length; i++){ + added += lengthRatio[i]; + if(added >= ratio) + return beziers[i].point( (ratio-(added-lengthRatio[i])) / lengthRatio[i] ); + } + return beziers[lengthRatio.Length-1].point( 1.0f ); + } + + public void place2d( Transform transform, float ratio ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.position; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.eulerAngles = new Vector3(0, 0, angle); + } + } + + public void placeLocal2d( Transform transform, float ratio ){ + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.localPosition; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.localEulerAngles = new Vector3(0, 0, angle); + } + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.place( transform, 0.6f ); + */ + public void place( Transform transform, float ratio ){ + place( transform, ratio, Vector3.up ); + + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.place( transform, 0.6f, Vector3.left ); + */ + public void place( Transform transform, float ratio, Vector3 worldUp ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( point( ratio ), worldUp ); + + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.placeLocal( transform, 0.6f ); + */ + public void placeLocal( Transform transform, float ratio ){ + placeLocal( transform, ratio, Vector3.up ); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.placeLocal( transform, 0.6f, Vector3.left ); + */ + public void placeLocal( Transform transform, float ratio, Vector3 worldUp ){ + // Debug.Log("place ratio:" + ratio + " greater:"+(ratio>1f)); + ratio = Mathf.Clamp01(ratio); + transform.localPosition = point( ratio ); + // Debug.Log("ratio:" + ratio + " +:" + (ratio + 0.001f)); + ratio = Mathf.Clamp01(ratio + 0.001f); + + if(ratio<=1.0f) + transform.LookAt( transform.parent.TransformPoint( point( ratio ) ), worldUp ); + } + + public void gizmoDraw(float t = -1.0f) + { + Vector3 prevPt = point(0); + + for (int i = 1; i <= 120; i++) + { + float pm = (float)i / 120f; + Vector3 currPt2 = point(pm); + //Gizmos.color = new Color(UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),1); + Gizmos.color = (previousBezier == currentBezier) ? Color.magenta : Color.grey; + Gizmos.DrawLine(currPt2, prevPt); + prevPt = currPt2; + previousBezier = currentBezier; + } + } + + /** + * Retrieve the closest ratio near the point + * + * @method ratioAtPoint + * @param {Vector3} point:Vector3 given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1) + * @return {float} float of ratio along the path + * @example + * ratioIter = ltBezier.ratioAtPoint( transform.position ); + */ + public float ratioAtPoint(Vector3 pt, float precision = 0.01f) + { + float closestDist = float.MaxValue; + int closestI = 0; + int maxIndex = Mathf.RoundToInt(1f / precision); + for (int i = 0; i < maxIndex; i++) + { + float ratio = (float)i / (float)maxIndex; + float dist = Vector3.Distance(pt, point( ratio ) ); + // Debug.Log("i:"+i+" dist:"+dist); + if (dist < closestDist) + { + closestDist = dist; + closestI = i; + } + } + //Debug.Log("closestI:"+closestI+" maxIndex:"+maxIndex); + return (float)closestI / (float)(maxIndex); + } +} + +/** +* Animate along a set of points that need to be in the format: controlPoint, point1, point2.... pointLast, endControlPoint Move a GameObject to a certain location +* @class LTSpline +* @constructor +* @param {Vector3 Array} pts A set of points that define the points the path will pass through (starting with starting control point, and ending with a control point)
    +Note: The first and last item just define the angle of the end points, they are not actually used in the spline path itself. If you do not care about the angle you can jus set the first two items and last two items as the same value. +* @example +* LTSpline ltSpline = new LTSpline( new Vector3[] { new Vector3(0f,0f,0f),new Vector3(0f,0f,0f), new Vector3(0f,0.5f,0f), new Vector3(1f,1f,0f), new Vector3(1f,1f,0f)} );

    +* LeanTween.moveSpline(lt, ltSpline.vec3, 4.0f).setOrientToPath(true).setDelay(1f).setEase(LeanTweenType.easeInOutQuad); // animate
    +* Vector3 pt = ltSpline.point( 0.6f ); // retrieve a point along the path +*/ +[System.Serializable] +public class LTSpline { + public static int DISTANCE_COUNT = 3; // increase for a more accurate constant speed + public static int SUBLINE_COUNT = 20; // increase for a more accurate smoothing of the curves into lines + + /** + * @property {float} distance distance of the spline (in unity units) + */ + public float distance = 0f; + + public bool constantSpeed = true; + + public Vector3[] pts; + [System.NonSerialized] + public Vector3[] ptsAdj; + public int ptsAdjLength; + public bool orientToPath; + public bool orientToPath2d; + private int numSections; + private int currPt; + + public LTSpline( Vector3[] pts ){ + init( pts, true); + } + + public LTSpline( Vector3[] pts, bool constantSpeed ) { + this.constantSpeed = constantSpeed; + init(pts, constantSpeed); + } + + private void init( Vector3[] pts, bool constantSpeed){ + if(pts.Length<4){ + LeanTween.logError( "LeanTween - When passing values for a spline path, you must pass four or more values!" ); + return; + } + + this.pts = new Vector3[pts.Length]; + System.Array.Copy(pts, this.pts, pts.Length); + + numSections = pts.Length - 3; + + float minSegment = float.PositiveInfinity; + Vector3 earlierPoint = this.pts[1]; + float totalDistance = 0f; + for(int i=1; i < this.pts.Length-1; i++){ + // float pointDistance = (this.pts[i]-earlierPoint).sqrMagnitude; + float pointDistance = Vector3.Distance(this.pts[i], earlierPoint); + //Debug.Log("pointDist:"+pointDistance); + if(pointDistance < minSegment){ + minSegment = pointDistance; + } + + totalDistance += pointDistance; + } + + if(constantSpeed){ + minSegment = totalDistance / (numSections*SUBLINE_COUNT); + //Debug.Log("minSegment:"+minSegment+" numSections:"+numSections); + + float minPrecision = minSegment / SUBLINE_COUNT; // number of subdivisions in each segment + int precision = (int)Mathf.Ceil(totalDistance / minPrecision) * DISTANCE_COUNT; + // Debug.Log("precision:"+precision); + if(precision<=1) // precision has to be greater than one + precision = 2; + + ptsAdj = new Vector3[ precision ]; + earlierPoint = interp( 0f ); + int num = 1; + ptsAdj[0] = earlierPoint; + distance = 0f; + for(int i = 0; i < precision + 1; i++){ + float fract = ((float)(i)) / precision; + // Debug.Log("fract:"+fract); + Vector3 point = interp( fract ); + float dist = Vector3.Distance(point, earlierPoint); + + // float dist = (point-earlierPoint).sqrMagnitude; + if(dist>=minPrecision || fract>=1.0f){ + ptsAdj[num] = point; + distance += dist; // only add it to the total distance once we know we are adding it as an adjusted point + + earlierPoint = point; + // Debug.Log("fract:"+fract+" point:"+point); + num++; + } + } + // make sure there is a point at the very end + /*num++; + Vector3 endPoint = interp( 1f ); + ptsAdj[num] = endPoint;*/ + // Debug.Log("fract 1f endPoint:"+endPoint); + + ptsAdjLength = num; + } + // Debug.Log("map 1f:"+map(1f)+" end:"+ptsAdj[ ptsAdjLength-1 ]); + + // Debug.Log("ptsAdjLength:"+ptsAdjLength+" minPrecision:"+minPrecision+" precision:"+precision); + } + + public Vector3 map( float u ){ + if(u>=1f) + return pts[ pts.Length - 2]; + float t = u * (ptsAdjLength-1); + int first = (int)Mathf.Floor( t ); + int next = (int)Mathf.Ceil( t ); + + if(first<0) + first = 0; + + Vector3 val = ptsAdj[ first ]; + + + Vector3 nextVal = ptsAdj[ next ]; + float diff = t - first; + + // Debug.Log("u:"+u+" val:"+val +" nextVal:"+nextVal+" diff:"+diff+" first:"+first+" next:"+next); + + val = val + (nextVal - val) * diff; + + return val; + } + + public Vector3 interp(float t) { + currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + //Debug.Log("currPt:"+currPt+" numSections:"+numSections+" pts.Length :"+pts.Length ); + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + Vector3 val = (.5f * ( + (-a + 3f * b - 3f * c + d) * (u * u * u) + + (2f * a - 5f * b + 4f * c - d) * (u * u) + + (-a + c) * u + + 2f * b)); + // Debug.Log("currPt:"+currPt+" t:"+t+" val.x"+val.x+" y:"+val.y+" z:"+val.z); + + return val; + } + + /** + * Retrieve a point along a path Move a GameObject to a certain location + * + * @method ratioAtPoint + * @param {Vector3} point:Vector3 given a current location it makes the best approximiation of where it is along the path ratio-wise (0-1) + * @return {float} float of ratio along the path + * @example + * ratioIter = ltSpline.ratioAtPoint( transform.position ); + */ + public float ratioAtPoint( Vector3 pt ){ + float closestDist = float.MaxValue; + int closestI = 0; + for (int i = 0; i < ptsAdjLength; i++) { + float dist = Vector3.Distance(pt, ptsAdj[i]); + // Debug.Log("i:"+i+" dist:"+dist); + if(distMove a GameObject to a certain location + * + * @method point + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @return {Vector3} Vector3 position of the point along the path + * @example + * transform.position = ltSpline.point( 0.6f ); + */ + public Vector3 point( float ratio ){ + float t = ratio>1f?1f:ratio; + return constantSpeed ? map(t) : interp(t); + } + + public void place2d( Transform transform, float ratio ){ + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 v3Dir = point( ratio ) - transform.position; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.eulerAngles = new Vector3(0, 0, angle); + } + } + + public void placeLocal2d( Transform transform, float ratio ){ + Transform trans = transform.parent; + if(trans==null){ // this has no parent, just do a regular transform + place2d(transform, ratio); + return; + } + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f){ + Vector3 ptAhead = point( ratio );//trans.TransformPoint( ); + Vector3 v3Dir = ptAhead - transform.localPosition; + float angle = Mathf.Atan2(v3Dir.y, v3Dir.x) * Mathf.Rad2Deg; + transform.localEulerAngles = new Vector3(0, 0, angle); + } + } + + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) Move a GameObject to a certain location + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.place( transform, 0.6f ); + */ + public void place( Transform transform, float ratio ){ + place(transform, ratio, Vector3.up); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path Move a GameObject to a certain location + * + * @method place + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.place( transform, 0.6f, Vector3.left ); + */ + public void place( Transform transform, float ratio, Vector3 worldUp ){ + // ratio = Mathf.Repeat(ratio, 1.0f); // make sure ratio is always between 0-1 + transform.position = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( point( ratio ), worldUp ); + + } + + /** + * Place an object along a certain point on the path (facing the direction perpendicular to the path) - Local Space, not world-space Move a GameObject to a certain location + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @example + * ltPath.placeLocal( transform, 0.6f ); + */ + public void placeLocal( Transform transform, float ratio ){ + placeLocal( transform, ratio, Vector3.up ); + } + + /** + * Place an object along a certain point on the path, with it facing a certain direction perpendicular to the path - Local Space, not world-space Move a GameObject to a certain location + * + * @method placeLocal + * @param {Transform} transform:Transform the transform of the object you wish to place along the path + * @param {float} ratio:float ratio of the point along the path you wish to receive (0-1) + * @param {Vector3} rotation:Vector3 the direction in which to place the transform ex: Vector3.up + * @example + * ltPath.placeLocal( transform, 0.6f, Vector3.left ); + */ + public void placeLocal( Transform transform, float ratio, Vector3 worldUp ){ + transform.localPosition = point( ratio ); + ratio += 0.001f; + if(ratio<=1.0f) + transform.LookAt( transform.parent.TransformPoint( point( ratio ) ), worldUp ); + } + + public void gizmoDraw(float t = -1.0f) { + if(ptsAdj==null || ptsAdj.Length<=0) + return; + + Vector3 prevPt = ptsAdj[0]; + + for (int i = 0; i < ptsAdjLength; i++) { + Vector3 currPt2 = ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + //Gizmos.color = new Color(UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),UnityEngine.Random.Range(0f,1f),1); + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + } + + public void drawGizmo( Color color ) { + if( this.ptsAdjLength>=4){ + + Vector3 prevPt = this.ptsAdj[0]; + + Color colorBefore = Gizmos.color; + Gizmos.color = color; + for (int i = 0; i < this.ptsAdjLength; i++) { + Vector3 currPt2 = this.ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + Gizmos.color = colorBefore; + } + } + + public static void drawGizmo(Transform[] arr, Color color) { + if(arr.Length>=4){ + Vector3[] vec3s = new Vector3[arr.Length]; + for(int i = 0; i < arr.Length; i++){ + vec3s[i] = arr[i].position; + } + LTSpline spline = new LTSpline(vec3s); + Vector3 prevPt = spline.ptsAdj[0]; + + Color colorBefore = Gizmos.color; + Gizmos.color = color; + for (int i = 0; i < spline.ptsAdjLength; i++) { + Vector3 currPt2 = spline.ptsAdj[i]; + // Debug.Log("currPt2:"+currPt2); + + Gizmos.DrawLine(prevPt, currPt2); + prevPt = currPt2; + } + Gizmos.color = colorBefore; + } + } + + + public static void drawLine(Transform[] arr, float width, Color color) { + if(arr.Length>=4){ + + } + } + + /*public Vector3 Velocity(float t) { + t = map( t ); + + int numSections = pts.Length - 3; + int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1); + float u = t * (float) numSections - (float) currPt; + + Vector3 a = pts[currPt]; + Vector3 b = pts[currPt + 1]; + Vector3 c = pts[currPt + 2]; + Vector3 d = pts[currPt + 3]; + + return 1.5f * (-a + 3f * b - 3f * c + d) * (u * u) + + (2f * a -5f * b + 4f * c - d) * u + + .5f * c - .5f * a; + }*/ + + public void drawLinesGLLines(Material outlineMaterial, Color color, float width){ + GL.PushMatrix(); + outlineMaterial.SetPass(0); + GL.LoadPixelMatrix(); + GL.Begin(GL.LINES); + GL.Color(color); + + if (constantSpeed) { + if (this.ptsAdjLength >= 4) { + + Vector3 prevPt = this.ptsAdj[0]; + + for (int i = 0; i < this.ptsAdjLength; i++) { + Vector3 currPt2 = this.ptsAdj[i]; + GL.Vertex(prevPt); + GL.Vertex(currPt2); + + prevPt = currPt2; + } + } + + } else { + if (this.pts.Length >= 4) { + + Vector3 prevPt = this.pts[0]; + + float split = 1f / ((float)this.pts.Length * 10f); + + float iter = 0f; + while (iter < 1f) { + float at = iter / 1f; + Vector3 currPt2 = interp(at); + // Debug.Log("currPt2:"+currPt2); + + GL.Vertex(prevPt); + GL.Vertex(currPt2); + + prevPt = currPt2; + + iter += split; + } + } + } + + + GL.End(); + GL.PopMatrix(); + + } + + public Vector3[] generateVectors(){ + if (this.pts.Length >= 4) { + List meshPoints = new List(); + Vector3 prevPt = this.pts[0]; + meshPoints.Add(prevPt); + + float split = 1f / ((float)this.pts.Length * 10f); + + float iter = 0f; + while (iter < 1f) { + float at = iter / 1f; + Vector3 currPt2 = interp(at); + // Debug.Log("currPt2:"+currPt2); + + // GL.Vertex(prevPt); + // GL.Vertex(currPt2); + meshPoints.Add(currPt2); + + // prevPt = currPt2; + + iter += split; + } + + meshPoints.ToArray(); + } + return null; + } +} + +/** +* Animate GUI Elements by creating this object and passing the *.rect variable to the GUI method

    +* Example Javascript:
    var bRect:LTRect = new LTRect( 0, 0, 100, 50 );
    +* LeanTween.scale( bRect, Vector2(bRect.rect.width, bRect.rect.height) * 1.3, 0.25 );
    +* function OnGUI(){
    +*   if(GUI.Button(bRect.rect, "Scale")){ }
    +* }
    +*
    +* Example C#:
    +* LTRect bRect = new LTRect( 0f, 0f, 100f, 50f );
    +* LeanTween.scale( bRect, new Vector2(150f,75f), 0.25f );
    +* void OnGUI(){
    +*   if(GUI.Button(bRect.rect, "Scale")){ }
    +* }
    +* +* @class LTRect +* @constructor +* @param {float} x:float X location +* @param {float} y:float Y location +* @param {float} width:float Width +* @param {float} height:float Height +* @param {float} alpha:float (Optional) initial alpha amount (0-1) +* @param {float} rotation:float (Optional) initial rotation in degrees (0-360) +*/ + +[System.Serializable] +public class LTRect : System.Object{ + /** + * Pass this value to the GUI Methods + * + * @property rect + * @type {Rect} rect:Rect Rect object that controls the positioning and size + */ + public Rect _rect; + public float alpha = 1f; + public float rotation; + public Vector2 pivot; + public Vector2 margin; + public Rect relativeRect = new Rect(0f,0f,float.PositiveInfinity,float.PositiveInfinity); + + public bool rotateEnabled; + [HideInInspector] + public bool rotateFinished; + public bool alphaEnabled; + public string labelStr; + public LTGUI.Element_Type type; + public GUIStyle style; + public bool useColor = false; + public Color color = Color.white; + public bool fontScaleToFit; + public bool useSimpleScale; + public bool sizeByHeight; + + public Texture texture; + + private int _id = -1; + [HideInInspector] + public int counter; + + public static bool colorTouched; + + public LTRect(){ + reset(); + this.rotateEnabled = this.alphaEnabled = true; + _rect = new Rect(0f,0f,1f,1f); + } + + public LTRect(Rect rect){ + _rect = rect; + reset(); + } + + public LTRect(float x, float y, float width, float height){ + _rect = new Rect(x,y,width,height); + this.alpha = 1.0f; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + } + + public LTRect(float x, float y, float width, float height, float alpha){ + _rect = new Rect(x,y,width,height); + this.alpha = alpha; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + } + + public LTRect(float x, float y, float width, float height, float alpha, float rotation){ + _rect = new Rect(x,y,width,height); + this.alpha = alpha; + this.rotation = rotation; + this.rotateEnabled = this.alphaEnabled = false; + if(rotation!=0.0f){ + this.rotateEnabled = true; + resetForRotation(); + } + } + + public bool hasInitiliazed{ + get{ + return _id!=-1; + } + } + + public int id{ + get{ + int toId = _id | counter << 16; + + /*uint backId = toId & 0xFFFF; + uint backCounter = toId >> 16; + if(_id!=backId || backCounter!=counter){ + Debug.LogError("BAD CONVERSION toId:"+_id); + }*/ + + return toId; + } + } + + public void setId( int id, int counter){ + this._id = id; + this.counter = counter; + } + + public void reset(){ + this.alpha = 1.0f; + this.rotation = 0.0f; + this.rotateEnabled = this.alphaEnabled = false; + this.margin = Vector2.zero; + this.sizeByHeight = false; + this.useColor = false; + } + + public void resetForRotation(){ + Vector3 scale = new Vector3(GUI.matrix[0,0], GUI.matrix[1,1], GUI.matrix[2,2]); + if(pivot==Vector2.zero){ + pivot = new Vector2((_rect.x+((_rect.width)*0.5f )) * scale.x + GUI.matrix[0,3], (_rect.y+((_rect.height)*0.5f )) * scale.y + GUI.matrix[1,3]); + } + } + + public float x{ + get{ return _rect.x; } + set{ _rect.x = value; } + } + + public float y{ + get{ return _rect.y; } + set{ _rect.y = value; } + } + + public float width{ + get{ return _rect.width; } + set{ _rect.width = value; } + } + + public float height{ + get{ return _rect.height; } + set{ _rect.height = value; } + } + + public Rect rect{ + + get{ + if(colorTouched){ + colorTouched = false; + GUI.color = new Color(GUI.color.r,GUI.color.g,GUI.color.b,1.0f); + } + if(rotateEnabled){ + if(rotateFinished){ + rotateFinished = false; + rotateEnabled = false; + //this.rotation = 0.0f; + pivot = Vector2.zero; + }else{ + GUIUtility.RotateAroundPivot(rotation, pivot); + } + } + if(alphaEnabled){ + GUI.color = new Color(GUI.color.r,GUI.color.g,GUI.color.b,alpha); + colorTouched = true; + } + if(fontScaleToFit){ + if(this.useSimpleScale){ + style.fontSize = (int)(_rect.height*this.relativeRect.height); + }else{ + style.fontSize = (int)_rect.height; + } + } + return _rect; + } + + set{ + _rect = value; + } + } + + public LTRect setStyle( GUIStyle style ){ + this.style = style; + return this; + } + + public LTRect setFontScaleToFit( bool fontScaleToFit ){ + this.fontScaleToFit = fontScaleToFit; + return this; + } + + public LTRect setColor( Color color ){ + this.color = color; + this.useColor = true; + return this; + } + + public LTRect setAlpha( float alpha ){ + this.alpha = alpha; + return this; + } + + public LTRect setLabel( String str ){ + this.labelStr = str; + return this; + } + + public LTRect setUseSimpleScale( bool useSimpleScale, Rect relativeRect){ + this.useSimpleScale = useSimpleScale; + this.relativeRect = relativeRect; + return this; + } + + public LTRect setUseSimpleScale( bool useSimpleScale){ + this.useSimpleScale = useSimpleScale; + this.relativeRect = new Rect(0f,0f,Screen.width,Screen.height); + return this; + } + + public LTRect setSizeByHeight( bool sizeByHeight){ + this.sizeByHeight = sizeByHeight; + return this; + } + + public override string ToString(){ + return "x:"+_rect.x+" y:"+_rect.y+" width:"+_rect.width+" height:"+_rect.height; + } +} + +/** +* Object that describes the event to an event listener +* @class LTEvent +* @constructor +* @param {object} data:object Data that has been passed from the dispatchEvent method +*/ +public class LTEvent { + public int id; + public object data; + + public LTEvent(int id, object data){ + this.id = id; + this.data = data; + } +} + +public class LTGUI { + public static int RECT_LEVELS = 5; + public static int RECTS_PER_LEVEL = 10; + public static int BUTTONS_MAX = 24; + + private static LTRect[] levels; + private static int[] levelDepths; + private static Rect[] buttons; + private static int[] buttonLevels; + private static int[] buttonLastFrame; + private static LTRect r; + private static Color color = Color.white; + private static bool isGUIEnabled = false; + private static int global_counter = 0; + + public enum Element_Type{ + Texture, + Label + } + + public static void init(){ + if(levels==null){ + levels = new LTRect[RECT_LEVELS*RECTS_PER_LEVEL]; + levelDepths = new int[RECT_LEVELS]; + } + } + + public static void initRectCheck(){ + if(buttons==null){ + buttons = new Rect[BUTTONS_MAX]; + buttonLevels = new int[BUTTONS_MAX]; + buttonLastFrame = new int[BUTTONS_MAX]; + for(int i = 0; i < buttonLevels.Length; i++){ + buttonLevels[i] = -1; + } + } + } + + public static void reset(){ + if(isGUIEnabled){ + isGUIEnabled = false; + for(int i = 0; i < levels.Length; i++){ + levels[i] = null; + } + + for(int i = 0; i < levelDepths.Length; i++){ + levelDepths[i] = 0; + } + } + } + + public static void update( int updateLevel ){ + if(isGUIEnabled){ + init(); + if(levelDepths[updateLevel]>0){ + color = GUI.color; + int baseI = updateLevel*RECTS_PER_LEVEL; + int maxLoop = baseI + levelDepths[updateLevel];// RECTS_PER_LEVEL;//; + + for(int i = baseI; i < maxLoop; i++){ + r = levels[i]; + // Debug.Log("r:"+r+" i:"+i); + if(r!=null /*&& checkOnScreen(r.rect)*/){ + //Debug.Log("label:"+r.labelStr+" textColor:"+r.style.normal.textColor); + if(r.useColor) + GUI.color = r.color; + if(r.type == Element_Type.Label){ + if(r.style!=null) + GUI.skin.label = r.style; + if(r.useSimpleScale){ + GUI.Label( new Rect((r.rect.x + r.margin.x + r.relativeRect.x)*r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y)*r.relativeRect.height, r.rect.width*r.relativeRect.width, r.rect.height*r.relativeRect.height), r.labelStr ); + }else{ + GUI.Label( new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, r.rect.width, r.rect.height), r.labelStr ); + } + }else if(r.type == Element_Type.Texture && r.texture!=null){ + Vector2 size = r.useSimpleScale ? new Vector2(0f, r.rect.height*r.relativeRect.height) : new Vector2(r.rect.width, r.rect.height); + if(r.sizeByHeight){ + size.x = (float)r.texture.width/(float)r.texture.height * size.y; + } + if(r.useSimpleScale){ + GUI.DrawTexture( new Rect((r.rect.x + r.margin.x + r.relativeRect.x)*r.relativeRect.width, (r.rect.y + r.margin.y + r.relativeRect.y)*r.relativeRect.height, size.x, size.y), r.texture ); + }else{ + GUI.DrawTexture( new Rect(r.rect.x + r.margin.x, r.rect.y + r.margin.y, size.x, size.y), r.texture ); + } + } + } + } + GUI.color = color; + } + } + } + + public static bool checkOnScreen(Rect rect){ + bool offLeft = rect.x + rect.width < 0f; + bool offRight = rect.x > Screen.width; + bool offBottom = rect.y > Screen.height; + bool offTop = rect.y + rect.height < 0f; + + return !(offLeft || offRight || offBottom || offTop); + } + + public static void destroy( int id ){ + int backId = id & 0xFFFF; + int backCounter = id >> 16; + if(id>=0 && levels[backId]!=null && levels[backId].hasInitiliazed && levels[backId].counter==backCounter) + levels[backId] = null; + } + + public static void destroyAll( int depth ){ // clears all gui elements on depth + int maxLoop = depth*RECTS_PER_LEVEL + RECTS_PER_LEVEL; + for(int i = depth*RECTS_PER_LEVEL; levels!=null && i < maxLoop; i++){ + levels[i] = null; + } + } + + public static LTRect label( Rect rect, string label, int depth){ + return LTGUI.label(new LTRect(rect), label, depth); + } + + public static LTRect label( LTRect rect, string label, int depth){ + rect.type = Element_Type.Label; + rect.labelStr = label; + return element(rect, depth); + } + + public static LTRect texture( Rect rect, Texture texture, int depth){ + return LTGUI.texture( new LTRect(rect), texture, depth); + } + + public static LTRect texture( LTRect rect, Texture texture, int depth){ + rect.type = Element_Type.Texture; + rect.texture = texture; + return element(rect, depth); + } + + public static LTRect element( LTRect rect, int depth){ + isGUIEnabled = true; + init(); + int maxLoop = depth*RECTS_PER_LEVEL + RECTS_PER_LEVEL; + int k = 0; + if(rect!=null){ + destroy(rect.id); + } + if(rect.type==LTGUI.Element_Type.Label && rect.style!=null){ + if(rect.style.normal.textColor.a<=0f){ + Debug.LogWarning("Your GUI normal color has an alpha of zero, and will not be rendered."); + } + } + if(rect.relativeRect.width==float.PositiveInfinity){ + rect.relativeRect = new Rect(0f,0f,Screen.width,Screen.height); + } + for(int i = depth*RECTS_PER_LEVEL; i < maxLoop; i++){ + r = levels[i]; + if(r==null){ + r = rect; + r.rotateEnabled = true; + r.alphaEnabled = true; + r.setId( i, global_counter ); + levels[i] = r; + // Debug.Log("k:"+k+ " maxDepth:"+levelDepths[depth]); + if(k>=levelDepths[depth]){ + levelDepths[depth] = k + 1; + } + global_counter++; + return r; + } + k++; + } + + Debug.LogError("You ran out of GUI Element spaces"); + + return null; + } + + public static bool hasNoOverlap( Rect rect, int depth ){ + initRectCheck(); + bool hasNoOverlap = true; + bool wasAddedToList = false; + for(int i = 0; i < buttonLevels.Length; i++){ + // Debug.Log("buttonLastFrame["+i+"]:"+buttonLastFrame[i]); + //Debug.Log("buttonLevels["+i+"]:"+buttonLevels[i]); + if(buttonLevels[i]>=0){ + //Debug.Log("buttonLastFrame["+i+"]:"+buttonLastFrame[i]+" Time.frameCount:"+Time.frameCount); + if( buttonLastFrame[i] + 1 < Time.frameCount ){ // It has to have been visible within the current, or + buttonLevels[i] = -1; + // Debug.Log("resetting i:"+i); + }else{ + //if(buttonLevels[i]>=0) + // Debug.Log("buttonLevels["+i+"]:"+buttonLevels[i]); + if(buttonLevels[i]>depth){ + /*if(firstTouch().x > 0){ + Debug.Log("buttons["+i+"]:"+buttons[i] + " firstTouch:"); + Debug.Log(firstTouch()); + Debug.Log(buttonLevels[i]); + }*/ + if(pressedWithinRect( buttons[i] )){ + hasNoOverlap = false; // there is an overlapping button that is higher + } + } + } + } + + if(wasAddedToList==false && buttonLevels[i]<0){ + wasAddedToList = true; + buttonLevels[i] = depth; + buttons[i] = rect; + buttonLastFrame[i] = Time.frameCount; + } + } + + return hasNoOverlap; + } + + public static bool pressedWithinRect( Rect rect ){ + Vector2 vec2 = firstTouch(); + if(vec2.x<0f) + return false; + float vecY = Screen.height-vec2.y; + return (vec2.x > rect.x && vec2.x < rect.x + rect.width && vecY > rect.y && vecY < rect.y + rect.height); + } + + public static bool checkWithinRect(Vector2 vec2, Rect rect){ + vec2.y = Screen.height-vec2.y; + return (vec2.x > rect.x && vec2.x < rect.x + rect.width && vec2.y > rect.y && vec2.y < rect.y + rect.height); + } + + public static Vector2 firstTouch(){ + if(Input.touchCount>0){ + return Input.touches[0].position; + }else if(Input.GetMouseButton(0)){ + return Input.mousePosition; + } + + return new Vector2(Mathf.NegativeInfinity,Mathf.NegativeInfinity); + } + +} + +namespace DentedPixel { public class LeanDummy {} } +//} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs.meta new file mode 100644 index 0000000..bf90165 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9c2f4b27196f84954b44753aaac214bb +timeCreated: 1463137984 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip new file mode 100644 index 0000000..029cde1 Binary files /dev/null and b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip differ diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip.meta new file mode 100644 index 0000000..345e828 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTween.dll.zip.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ffeadda6aaa064923a3f7e28ff26afb1 +timeCreated: 1477948563 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs new file mode 100644 index 0000000..1fc22b8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs @@ -0,0 +1,187 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +public static class LeanTweenExt +{ + //LeanTween.addListener + //LeanTween.alpha + public static LTDescr LeanAlpha(this GameObject gameObject, float to, float time) { return LeanTween.alpha(gameObject, to, time); } + //LeanTween.alphaCanvas + public static LTDescr LeanAlphaVertex(this GameObject gameObject, float to, float time) { return LeanTween.alphaVertex(gameObject, to, time); } + //LeanTween.alpha (RectTransform) + public static LTDescr LeanAlpha(this RectTransform rectTransform, float to, float time) { return LeanTween.alpha(rectTransform, to, time); } + //LeanTween.alphaCanvas + public static LTDescr LeanAlpha(this CanvasGroup canvas, float to, float time) { return LeanTween.alphaCanvas(canvas, to, time); } + //LeanTween.alphaText + public static LTDescr LeanAlphaText(this RectTransform rectTransform, float to, float time) { return LeanTween.alphaText(rectTransform, to, time); } + //LeanTween.cancel + public static void LeanCancel(this GameObject gameObject) { LeanTween.cancel(gameObject); } + public static void LeanCancel(this GameObject gameObject, bool callOnComplete) { LeanTween.cancel(gameObject, callOnComplete); } + public static void LeanCancel(this GameObject gameObject, int uniqueId, bool callOnComplete = false) { LeanTween.cancel(gameObject, uniqueId, callOnComplete); } + //LeanTween.cancel + public static void LeanCancel(this RectTransform rectTransform) { LeanTween.cancel(rectTransform); } + //LeanTween.cancelAll + //LeanTween.color + public static LTDescr LeanColor(this GameObject gameObject, Color to, float time) { return LeanTween.color(gameObject, to, time); } + //LeanTween.colorText + public static LTDescr LeanColorText(this RectTransform rectTransform, Color to, float time) { return LeanTween.colorText(rectTransform, to, time); } + //LeanTween.delayedCall + public static LTDescr LeanDelayedCall(this GameObject gameObject, float delayTime, System.Action callback) { return LeanTween.delayedCall(gameObject, delayTime, callback); } + public static LTDescr LeanDelayedCall(this GameObject gameObject, float delayTime, System.Action callback) { return LeanTween.delayedCall(gameObject, delayTime, callback); } + + //LeanTween.isPaused + public static bool LeanIsPaused(this GameObject gameObject) { return LeanTween.isPaused(gameObject); } + public static bool LeanIsPaused(this RectTransform rectTransform) { return LeanTween.isPaused(rectTransform); } + + //LeanTween.isTweening + public static bool LeanIsTweening(this GameObject gameObject) { return LeanTween.isTweening(gameObject); } + //LeanTween.isTweening + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector3 to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector3 to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.move(rectTransform, to, time); } + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector2 to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector2 to, float time) { return LeanTween.move(transform.gameObject, to, time); } + //LeanTween.move + public static LTDescr LeanMove(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this GameObject gameObject, LTBezierPath to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this GameObject gameObject, LTSpline to, float time) { return LeanTween.move(gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, Vector3[] to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, LTBezierPath to, float time) { return LeanTween.move(transform.gameObject, to, time); } + public static LTDescr LeanMove(this Transform transform, LTSpline to, float time) { return LeanTween.move(transform.gameObject, to, time); } + //LeanTween.moveLocal + public static LTDescr LeanMoveLocal(this GameObject gameObject, Vector3 to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this GameObject gameObject, LTBezierPath to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this GameObject gameObject, LTSpline to, float time) { return LeanTween.moveLocal(gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, Vector3 to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, LTBezierPath to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocal(this Transform transform, LTSpline to, float time) { return LeanTween.moveLocal(transform.gameObject, to, time); } + //LeanTween.moveLocal + public static LTDescr LeanMoveLocalX(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalX(gameObject, to, time); } + public static LTDescr LeanMoveLocalY(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalY(gameObject, to, time); } + public static LTDescr LeanMoveLocalZ(this GameObject gameObject, float to, float time) { return LeanTween.moveLocalZ(gameObject, to, time); } + public static LTDescr LeanMoveLocalX(this Transform transform, float to, float time) { return LeanTween.moveLocalX(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocalY(this Transform transform, float to, float time) { return LeanTween.moveLocalY(transform.gameObject, to, time); } + public static LTDescr LeanMoveLocalZ(this Transform transform, float to, float time) { return LeanTween.moveLocalZ(transform.gameObject, to, time); } + //LeanTween.moveSpline + public static LTDescr LeanMoveSpline(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.moveSpline(gameObject, to, time); } + public static LTDescr LeanMoveSpline(this GameObject gameObject, LTSpline to, float time) { return LeanTween.moveSpline(gameObject, to, time); } + public static LTDescr LeanMoveSpline(this Transform transform, Vector3[] to, float time) { return LeanTween.moveSpline(transform.gameObject, to, time); } + public static LTDescr LeanMoveSpline(this Transform transform, LTSpline to, float time) { return LeanTween.moveSpline(transform.gameObject, to, time); } + //LeanTween.moveSplineLocal + public static LTDescr LeanMoveSplineLocal(this GameObject gameObject, Vector3[] to, float time) { return LeanTween.moveSplineLocal(gameObject, to, time); } + public static LTDescr LeanMoveSplineLocal(this Transform transform, Vector3[] to, float time) { return LeanTween.moveSplineLocal(transform.gameObject, to, time); } + //LeanTween.moveX + public static LTDescr LeanMoveX(this GameObject gameObject, float to, float time) { return LeanTween.moveX(gameObject, to, time); } + public static LTDescr LeanMoveX(this Transform transform, float to, float time) { return LeanTween.moveX(transform.gameObject, to, time); } + //LeanTween.moveX (RectTransform) + public static LTDescr LeanMoveX(this RectTransform rectTransform, float to, float time) { return LeanTween.moveX(rectTransform, to, time); } + //LeanTween.moveY + public static LTDescr LeanMoveY(this GameObject gameObject, float to, float time) { return LeanTween.moveY(gameObject, to, time); } + public static LTDescr LeanMoveY(this Transform transform, float to, float time) { return LeanTween.moveY(transform.gameObject, to, time); } + //LeanTween.moveY (RectTransform) + public static LTDescr LeanMoveY(this RectTransform rectTransform, float to, float time) { return LeanTween.moveY(rectTransform, to, time); } + //LeanTween.moveZ + public static LTDescr LeanMoveZ(this GameObject gameObject, float to, float time) { return LeanTween.moveZ(gameObject, to, time); } + public static LTDescr LeanMoveZ(this Transform transform, float to, float time) { return LeanTween.moveZ(transform.gameObject, to, time); } + //LeanTween.moveZ (RectTransform) + public static LTDescr LeanMoveZ(this RectTransform rectTransform, float to, float time) { return LeanTween.moveZ(rectTransform, to, time); } + //LeanTween.pause + public static void LeanPause(this GameObject gameObject) { LeanTween.pause(gameObject); } + //LeanTween.play + public static LTDescr LeanPlay(this RectTransform rectTransform, UnityEngine.Sprite[] sprites) { return LeanTween.play(rectTransform, sprites); } + //LeanTween.removeListener + //LeanTween.resume + public static void LeanResume(this GameObject gameObject) { LeanTween.resume(gameObject); } + //LeanTween.resumeAll + //LeanTween.rotate + public static LTDescr LeanRotate(this GameObject gameObject, Vector3 to, float time) { return LeanTween.rotate(gameObject, to, time); } + public static LTDescr LeanRotate(this Transform transform, Vector3 to, float time) { return LeanTween.rotate(transform.gameObject, to, time); } + //LeanTween.rotate + //LeanTween.rotate (RectTransform) + public static LTDescr LeanRotate(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.rotate(rectTransform, to, time); } + //LeanTween.rotateAround + public static LTDescr LeanRotateAround(this GameObject gameObject, Vector3 axis, float add, float time) { return LeanTween.rotateAround(gameObject, axis, add, time); } + public static LTDescr LeanRotateAround(this Transform transform, Vector3 axis, float add, float time) { return LeanTween.rotateAround(transform.gameObject, axis, add, time); } + //LeanTween.rotateAround (RectTransform) + public static LTDescr LeanRotateAround(this RectTransform rectTransform, Vector3 axis, float add, float time) { return LeanTween.rotateAround(rectTransform, axis, add, time); } + //LeanTween.rotateAroundLocal + public static LTDescr LeanRotateAroundLocal(this GameObject gameObject, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(gameObject, axis, add, time); } + public static LTDescr LeanRotateAroundLocal(this Transform transform, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(transform.gameObject, axis, add, time); } + //LeanTween.rotateAround (RectTransform) + public static LTDescr LeanRotateAroundLocal(this RectTransform rectTransform, Vector3 axis, float add, float time) { return LeanTween.rotateAroundLocal(rectTransform, axis, add, time); } + //LeanTween.rotateLocal + //LeanTween.rotateX + public static LTDescr LeanRotateX(this GameObject gameObject, float to, float time) { return LeanTween.rotateX(gameObject, to, time); } + public static LTDescr LeanRotateX(this Transform transform, float to, float time) { return LeanTween.rotateX(transform.gameObject, to, time); } + //LeanTween.rotateY + public static LTDescr LeanRotateY(this GameObject gameObject, float to, float time) { return LeanTween.rotateY(gameObject, to, time); } + public static LTDescr LeanRotateY(this Transform transform, float to, float time) { return LeanTween.rotateY(transform.gameObject, to, time); } + //LeanTween.rotateZ + public static LTDescr LeanRotateZ(this GameObject gameObject, float to, float time) { return LeanTween.rotateZ(gameObject, to, time); } + public static LTDescr LeanRotateZ(this Transform transform, float to, float time) { return LeanTween.rotateZ(transform.gameObject, to, time); } + //LeanTween.scale + public static LTDescr LeanScale(this GameObject gameObject, Vector3 to, float time) { return LeanTween.scale(gameObject, to, time); } + public static LTDescr LeanScale(this Transform transform, Vector3 to, float time) { return LeanTween.scale(transform.gameObject, to, time); } + //LeanTween.scale (GUI) + //LeanTween.scale (RectTransform) + public static LTDescr LeanScale(this RectTransform rectTransform, Vector3 to, float time) { return LeanTween.scale(rectTransform, to, time); } + //LeanTween.scaleX + public static LTDescr LeanScaleX(this GameObject gameObject, float to, float time) { return LeanTween.scaleX(gameObject, to, time); } + public static LTDescr LeanScaleX(this Transform transform, float to, float time) { return LeanTween.scaleX(transform.gameObject, to, time); } + //LeanTween.scaleY + public static LTDescr LeanScaleY(this GameObject gameObject, float to, float time) { return LeanTween.scaleY(gameObject, to, time); } + public static LTDescr LeanScaleY(this Transform transform, float to, float time) { return LeanTween.scaleY(transform.gameObject, to, time); } + //LeanTween.scaleZ + public static LTDescr LeanScaleZ(this GameObject gameObject, float to, float time) { return LeanTween.scaleZ(gameObject, to, time); } + public static LTDescr LeanScaleZ(this Transform transform, float to, float time) { return LeanTween.scaleZ(transform.gameObject, to, time); } + //LeanTween.sequence + //LeanTween.size (RectTransform) + public static LTDescr LeanSize(this RectTransform rectTransform, Vector2 to, float time) { return LeanTween.size(rectTransform, to, time); } + //LeanTween.tweensRunning + //LeanTween.value (Color) + public static LTDescr LeanValue(this GameObject gameObject, Color from, Color to, float time) { return LeanTween.value(gameObject, from, to, time); } + //LeanTween.value (Color) + //LeanTween.value (float) + public static LTDescr LeanValue(this GameObject gameObject, float from, float to, float time) { return LeanTween.value(gameObject, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Vector2 from, Vector2 to, float time) { return LeanTween.value(gameObject, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Vector3 from, Vector3 to, float time) { return LeanTween.value(gameObject, from, to, time); } + //LeanTween.value (float) + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, float from, float to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Color from, Color to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Vector2 from, Vector2 to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + public static LTDescr LeanValue(this GameObject gameObject, Action callOnUpdate, Vector3 from, Vector3 to, float time) { return LeanTween.value(gameObject, callOnUpdate, from, to, time); } + + public static void LeanSetPosX(this Transform transform, float val){ + transform.position = new Vector3(val, transform.position.y, transform.position.z); + } + public static void LeanSetPosY(this Transform transform, float val) { + transform.position = new Vector3(transform.position.x, val, transform.position.z); + } + public static void LeanSetPosZ(this Transform transform, float val) { + transform.position = new Vector3(transform.position.x, transform.position.y, val); + } + + public static void LeanSetLocalPosX(this Transform transform, float val) + { + transform.localPosition = new Vector3(val, transform.localPosition.y, transform.localPosition.z); + } + public static void LeanSetLocalPosY(this Transform transform, float val) + { + transform.localPosition = new Vector3(transform.localPosition.x, val, transform.localPosition.z); + } + public static void LeanSetLocalPosZ(this Transform transform, float val) + { + transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, val); + } + + public static Color LeanColor(this Transform transform) + { + return transform.GetComponent().material.color; + } +} diff --git a/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs.meta b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs.meta new file mode 100644 index 0000000..5be2f23 --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/Framework/LeanTweenExt.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5dbe851e9c0814f1d8f514ecf70f675d +timeCreated: 1533842565 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/License.txt b/GGJ/Assets/Thirdparty/LeanTween/License.txt new file mode 100644 index 0000000..4f43b9a --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/License.txt @@ -0,0 +1,31 @@ +The MIT License (MIT) + +Copyright (c) 2017 Russell Savage - Dented Pixel + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +TERMS OF USE - EASING EQUATIONS +Open source under the BSD License. +Copyright (c)2001 Robert Penner +All rights reserved. +Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: +Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. +Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. +Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/GGJ/Assets/Thirdparty/LeanTween/License.txt.meta b/GGJ/Assets/Thirdparty/LeanTween/License.txt.meta new file mode 100644 index 0000000..1d0d8ca --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/License.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e389e9bcd4f944c338327697bd209cad +timeCreated: 1469016738 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt b/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt new file mode 100644 index 0000000..49687de --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt @@ -0,0 +1,9 @@ +LeanTween is an efficient tweening engine for Unity3d + +Full Documentation: + http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html + This can also be accessed offline! From the Unity menu Help->LeanTween Documentation + +Getting Started + + There are many examples included! Look in the “LeanTween/LeanTweenExamples" folder to see many of the methods outlined. diff --git a/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt.meta b/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt.meta new file mode 100644 index 0000000..c08c74a --- /dev/null +++ b/GGJ/Assets/Thirdparty/LeanTween/ReadMe.txt.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f1e0da947b69648fdb1884d602088d92 diff --git a/GGJ/Assets/Thirdparty/Standard Assets.meta b/GGJ/Assets/Thirdparty/Standard Assets.meta new file mode 100644 index 0000000..f1ff3c1 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 565f4fc99cf67944695626ed2d53ed6e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput.meta new file mode 100644 index 0000000..056038c --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 710bc43f80d178548bd226c252c8e65b +folderAsset: yes +timeCreated: 1436977288 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt new file mode 100644 index 0000000..461c8df --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt @@ -0,0 +1,32 @@ + +Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. + +The CrossPlatformInput sample assets contains two main sections. + +1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. + +2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. + + + +For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. + +Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. + +The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. + +To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. + +When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. + +The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: + GetAxis, GetAxisRaw + GetButton, GetButtonDown, GetButtonUp + +Notes for coders: +This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. + +Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. + +The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode. + diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta new file mode 100644 index 0000000..bc74ece --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: a3b997593a4f12c4c991490593f3b513 +TextScriptImporter: + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Prefabs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Prefabs.meta new file mode 100644 index 0000000..92bca4f --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Prefabs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 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reference to the virtual axis as it is in the cross platform input + + void OnEnable() + { + if (!CrossPlatformInputManager.AxisExists(axisName)) + { + // if the axis doesnt exist create a new one in cross platform input + m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); + } + else + { + m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); + } + FindPairedButton(); + } + + void FindPairedButton() + { + // find the other button witch which this button should be paired + // (it should have the same axisName) + var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; + + if (otherAxisButtons != null) + { + for (int i = 0; i < otherAxisButtons.Length; i++) + { + if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) + { + m_PairedWith = otherAxisButtons[i]; + } + } + } + } + + void OnDisable() + { + // The object is disabled so remove it from the cross platform input system + m_Axis.Remove(); + } + + + public void OnPointerDown(PointerEventData data) + { + if (m_PairedWith == null) + { + FindPairedButton(); + } + // update the axis and record that the button has been pressed this frame + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); + } + + + public void OnPointerUp(PointerEventData data) + { + m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta new file mode 100644 index 0000000..241497f --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9ab98b66288df7b4fa182075f2f12bd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs new file mode 100644 index 0000000..3b48f25 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs @@ -0,0 +1,50 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class ButtonHandler : MonoBehaviour + { + + public string Name; + + void OnEnable() + { + + } + + public void SetDownState() + { + CrossPlatformInputManager.SetButtonDown(Name); + } + + + public void SetUpState() + { + CrossPlatformInputManager.SetButtonUp(Name); + } + + + public void SetAxisPositiveState() + { + CrossPlatformInputManager.SetAxisPositive(Name); + } + + + public void SetAxisNeutralState() + { + CrossPlatformInputManager.SetAxisZero(Name); + } + + + public void SetAxisNegativeState() + { + CrossPlatformInputManager.SetAxisNegative(Name); + } + + public void Update() + { + + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta new file mode 100644 index 0000000..1aadb06 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85bf3be603548374ca46f521a3aa7fda +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs new file mode 100644 index 0000000..9d368c8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs @@ -0,0 +1,318 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput.PlatformSpecific; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public static class CrossPlatformInputManager + { + public enum ActiveInputMethod + { + Hardware, + Touch + } + + + private static VirtualInput activeInput; + + private static VirtualInput s_TouchInput; + private static VirtualInput s_HardwareInput; + + + static CrossPlatformInputManager() + { + s_TouchInput = new MobileInput(); + s_HardwareInput = new StandaloneInput(); +#if MOBILE_INPUT + activeInput = s_TouchInput; +#else + activeInput = s_HardwareInput; +#endif + } + + public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod) + { + switch (activeInputMethod) + { + case ActiveInputMethod.Hardware: + activeInput = s_HardwareInput; + break; + + case ActiveInputMethod.Touch: + activeInput = s_TouchInput; + break; + } + } + + public static bool AxisExists(string name) + { + return activeInput.AxisExists(name); + } + + public static bool ButtonExists(string name) + { + return activeInput.ButtonExists(name); + } + + public static void RegisterVirtualAxis(VirtualAxis axis) + { + activeInput.RegisterVirtualAxis(axis); + } + + + public static void RegisterVirtualButton(VirtualButton button) + { + activeInput.RegisterVirtualButton(button); + } + + + public static void UnRegisterVirtualAxis(string name) + { + if (name == null) + { + throw new ArgumentNullException("name"); + } + activeInput.UnRegisterVirtualAxis(name); + } + + + public static void UnRegisterVirtualButton(string name) + { + activeInput.UnRegisterVirtualButton(name); + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public static VirtualAxis VirtualAxisReference(string name) + { + return activeInput.VirtualAxisReference(name); + } + + + // returns the platform appropriate axis for the given name + public static float GetAxis(string name) + { + return GetAxis(name, false); + } + + + public static float GetAxisRaw(string name) + { + return GetAxis(name, true); + } + + + // private function handles both types of axis (raw and not raw) + private static float GetAxis(string name, bool raw) + { + return activeInput.GetAxis(name, raw); + } + + + // -- Button handling -- + public static bool GetButton(string name) + { + return activeInput.GetButton(name); + } + + + public static bool GetButtonDown(string name) + { + return activeInput.GetButtonDown(name); + } + + + public static bool GetButtonUp(string name) + { + return activeInput.GetButtonUp(name); + } + + + public static void SetButtonDown(string name) + { + activeInput.SetButtonDown(name); + } + + + public static void SetButtonUp(string name) + { + activeInput.SetButtonUp(name); + } + + + public static void SetAxisPositive(string name) + { + activeInput.SetAxisPositive(name); + } + + + public static void SetAxisNegative(string name) + { + activeInput.SetAxisNegative(name); + } + + + public static void SetAxisZero(string name) + { + activeInput.SetAxisZero(name); + } + + + public static void SetAxis(string name, float value) + { + activeInput.SetAxis(name, value); + } + + + public static Vector3 mousePosition + { + get { return activeInput.MousePosition(); } + } + + + public static void SetVirtualMousePositionX(float f) + { + activeInput.SetVirtualMousePositionX(f); + } + + + public static void SetVirtualMousePositionY(float f) + { + activeInput.SetVirtualMousePositionY(f); + } + + + public static void SetVirtualMousePositionZ(float f) + { + activeInput.SetVirtualMousePositionZ(f); + } + + + // virtual axis and button classes - applies to mobile input + // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. + // Could also be implemented by other input devices - kinect, electronic sensors, etc + public class VirtualAxis + { + public string name { get; private set; } + private float m_Value; + public bool matchWithInputManager { get; private set; } + + + public VirtualAxis(string name) + : this(name, true) + { + } + + + public VirtualAxis(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // removes an axes from the cross platform input system + public void Remove() + { + UnRegisterVirtualAxis(name); + } + + + // a controller gameobject (eg. a virtual thumbstick) should update this class + public void Update(float value) + { + m_Value = value; + } + + + public float GetValue + { + get { return m_Value; } + } + + + public float GetValueRaw + { + get { return m_Value; } + } + } + + // a controller gameobject (eg. a virtual GUI button) should call the + // 'pressed' function of this class. Other objects can then read the + // Get/Down/Up state of this button. + public class VirtualButton + { + public string name { get; private set; } + public bool matchWithInputManager { get; private set; } + + private int m_LastPressedFrame = -5; + private int m_ReleasedFrame = -5; + private bool m_Pressed; + + + public VirtualButton(string name) + : this(name, true) + { + } + + + public VirtualButton(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + } + + + // A controller gameobject should call this function when the button is pressed down + public void Pressed() + { + if (m_Pressed) + { + return; + } + m_Pressed = true; + m_LastPressedFrame = Time.frameCount; + } + + + // A controller gameobject should call this function when the button is released + public void Released() + { + m_Pressed = false; + m_ReleasedFrame = Time.frameCount; + } + + + // the controller gameobject should call Remove when the button is destroyed or disabled + public void Remove() + { + UnRegisterVirtualButton(name); + } + + + // these are the states of the button which can be read via the cross platform input system + public bool GetButton + { + get { return m_Pressed; } + } + + + public bool GetButtonDown + { + get + { + return m_LastPressedFrame - Time.frameCount == -1; + } + } + + + public bool GetButtonUp + { + get + { + return (m_ReleasedFrame == Time.frameCount - 1); + } + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta new file mode 100644 index 0000000..ea900aa --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c +labels: +- Done +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1010 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs new file mode 100644 index 0000000..c524fc2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class InputAxisScrollbar : MonoBehaviour + { + public string axis; + + void Update() { } + + public void HandleInput(float value) + { + CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta new file mode 100644 index 0000000..956782c --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7d3269566d48b8447bb48d2259e28f8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs new file mode 100644 index 0000000..b01f5ef --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs @@ -0,0 +1,118 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace UnityStandardAssets.CrossPlatformInput +{ + public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler + { + public enum AxisOption + { + // Options for which axes to use + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + public int MovementRange = 100; + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + + Vector3 m_StartPos; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { + m_StartPos = transform.position; + } + + void UpdateVirtualAxes(Vector3 value) + { + var delta = m_StartPos - value; + delta.y = -delta.y; + delta /= MovementRange; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(-delta.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(delta.y); + } + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + + public void OnDrag(PointerEventData data) + { + Vector3 newPos = Vector3.zero; + + if (m_UseX) + { + int delta = (int)(data.position.x - m_StartPos.x); + delta = Mathf.Clamp(delta, - MovementRange, MovementRange); + newPos.x = delta; + } + + if (m_UseY) + { + int delta = (int)(data.position.y - m_StartPos.y); + delta = Mathf.Clamp(delta, -MovementRange, MovementRange); + newPos.y = delta; + } + transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); + UpdateVirtualAxes(transform.position); + } + + + public void OnPointerUp(PointerEventData data) + { + transform.position = m_StartPos; + UpdateVirtualAxes(m_StartPos); + } + + + public void OnPointerDown(PointerEventData data) { } + + void OnDisable() + { + // remove the joysticks from the cross platform input + if (m_UseX) + { + m_HorizontalVirtualAxis.Remove(); + } + if (m_UseY) + { + m_VerticalVirtualAxis.Remove(); + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta new file mode 100644 index 0000000..aaac767 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 00c3c865782347f41b6358d9fba14b48 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs new file mode 100644 index 0000000..638a0c2 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs @@ -0,0 +1,102 @@ +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + [ExecuteInEditMode] + public class MobileControlRig : MonoBehaviour +#if UNITY_EDITOR + , UnityEditor.Build.IActiveBuildTargetChanged +#endif + { + // this script enables or disables the child objects of a control rig + // depending on whether the USE_MOBILE_INPUT define is declared. + + // This define is set or unset by a menu item that is included with + // the Cross Platform Input package. + + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableControlRig(); + } +#else + public int callbackOrder + { + get + { + return 1; + } + } +#endif + + private void Start() + { +#if UNITY_EDITOR + if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play +#endif + { + UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); + + if (system == null) + {//the scene have no event system, spawn one + GameObject o = new GameObject("EventSystem"); + + o.AddComponent(); + o.AddComponent(); + } + } + } + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableControlRig(); + } +#endif + + + private void CheckEnableControlRig() + { +#if MOBILE_INPUT + EnableControlRig(true); +#else + EnableControlRig(false); +#endif + } + + + private void EnableControlRig(bool enabled) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + +#if UNITY_EDITOR + public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) + { + CheckEnableControlRig(); + } +#endif + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta new file mode 100644 index 0000000..0ee49e8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 71398ce7fbc3a5b4fa50b50bd54317a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta new file mode 100644 index 0000000..0d6520a --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0bc72db1e9dcb9647818df5a07871127 +folderAsset: yes +timeCreated: 1436977288 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs new file mode 100644 index 0000000..0416715 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs @@ -0,0 +1,133 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class MobileInput : VirtualInput + { + private void AddButton(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); + } + + + private void AddAxes(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); + } + + + public override float GetAxis(string name, bool raw) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + return m_VirtualAxes[name].GetValue; + } + + + public override void SetButtonDown(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Pressed(); + } + + + public override void SetButtonUp(string name) + { + if (!m_VirtualButtons.ContainsKey(name)) + { + AddButton(name); + } + m_VirtualButtons[name].Released(); + } + + + public override void SetAxisPositive(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(1f); + } + + + public override void SetAxisNegative(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(-1f); + } + + + public override void SetAxisZero(string name) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(0f); + } + + + public override void SetAxis(string name, float value) + { + if (!m_VirtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + m_VirtualAxes[name].Update(value); + } + + + public override bool GetButtonDown(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonDown; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonDown; + } + + + public override bool GetButtonUp(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButtonUp; + } + + AddButton(name); + return m_VirtualButtons[name].GetButtonUp; + } + + + public override bool GetButton(string name) + { + if (m_VirtualButtons.ContainsKey(name)) + { + return m_VirtualButtons[name].GetButton; + } + + AddButton(name); + return m_VirtualButtons[name].GetButton; + } + + + public override Vector3 MousePosition() + { + return virtualMousePosition; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta new file mode 100644 index 0000000..e0ffb74 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9703d53e47195aa4190acd11369ccd1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs new file mode 100644 index 0000000..374a1f5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs @@ -0,0 +1,79 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific +{ + public class StandaloneInput : VirtualInput + { + public override float GetAxis(string name, bool raw) + { + return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); + } + + + public override bool GetButton(string name) + { + return Input.GetButton(name); + } + + + public override bool GetButtonDown(string name) + { + return Input.GetButtonDown(name); + } + + + public override bool GetButtonUp(string name) + { + return Input.GetButtonUp(name); + } + + + public override void SetButtonDown(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetButtonUp(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisPositive(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisNegative(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisZero(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxis(string name, float value) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override Vector3 MousePosition() + { + return Input.mousePosition; + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta new file mode 100644 index 0000000..d4c99a6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9961032f4f02c4f41997c3ea399d2f22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs new file mode 100644 index 0000000..658fddd --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs @@ -0,0 +1,145 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.CrossPlatformInput +{ + // helps with managing tilt input on mobile devices + public class TiltInput : MonoBehaviour + { + // options for the various orientations + public enum AxisOptions + { + ForwardAxis, + SidewaysAxis, + } + + + [Serializable] + public class AxisMapping + { + public enum MappingType + { + NamedAxis, + MousePositionX, + MousePositionY, + MousePositionZ + }; + + + public MappingType type; + public string axisName; + } + + + public AxisMapping mapping; + public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis; + public float fullTiltAngle = 25; + public float centreAngleOffset = 0; + + + private CrossPlatformInputManager.VirtualAxis m_SteerAxis; + + + private void OnEnable() + { + if (mapping.type == AxisMapping.MappingType.NamedAxis) + { + m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); + } + } + + + private void Update() + { + float angle = 0; + if (Input.acceleration != Vector3.zero) + { + switch (tiltAroundAxis) + { + case AxisOptions.ForwardAxis: + angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + case AxisOptions.SidewaysAxis: + angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg + + centreAngleOffset; + break; + } + } + + float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1; + switch (mapping.type) + { + case AxisMapping.MappingType.NamedAxis: + m_SteerAxis.Update(axisValue); + break; + case AxisMapping.MappingType.MousePositionX: + CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionY: + CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width); + break; + case AxisMapping.MappingType.MousePositionZ: + CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width); + break; + } + } + + + private void OnDisable() + { + m_SteerAxis.Remove(); + } + } +} + + +namespace UnityStandardAssets.CrossPlatformInput.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))] + public class TiltInputAxisStylePropertyDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var props = new[] {"type", "axisName"}; + var widths = new[] {.4f, .6f}; + if (property.FindPropertyRelative("type").enumValueIndex > 0) + { + // hide name if not a named axis + props = new[] {"type"}; + widths = new[] {1f}; + } + const float lineHeight = 18; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(x, y, w, lineHeight); + x += w; + + EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none); + } + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + } +#endif +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta new file mode 100644 index 0000000..93f79bf --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5c2d84226fbbaf94e9c1451f1c39b06a +labels: +- Not +- Fully +- Implemented +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -1001 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs new file mode 100644 index 0000000..4012331 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs @@ -0,0 +1,156 @@ +using System; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace UnityStandardAssets.CrossPlatformInput +{ + [RequireComponent(typeof(Image))] + public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + // Options for which axes to use + public enum AxisOption + { + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + + public enum ControlStyle + { + Absolute, // operates from teh center of the image + Relative, // operates from the center of the initial touch + Swipe, // swipe to touch touch no maintained center + } + + + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use + public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + public float Xsensitivity = 1f; + public float Ysensitivity = 1f; + + Vector3 m_StartPos; + Vector2 m_PreviousDelta; + Vector3 m_JoytickOutput; + bool m_UseX; // Toggle for using the x axis + bool m_UseY; // Toggle for using the Y axis + CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input + CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input + bool m_Dragging; + int m_Id = -1; + Vector2 m_PreviousTouchPos; // swipe style control touch + + +#if !UNITY_EDITOR + private Vector3 m_Center; + private Image m_Image; +#else + Vector3 m_PreviousMouse; +#endif + + void OnEnable() + { + CreateVirtualAxes(); + } + + void Start() + { +#if !UNITY_EDITOR + m_Image = GetComponent(); + m_Center = m_Image.transform.position; +#endif + } + + void CreateVirtualAxes() + { + // set axes to use + m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (m_UseX) + { + m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); + } + if (m_UseY) + { + m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); + } + } + + void UpdateVirtualAxes(Vector3 value) + { + value = value.normalized; + if (m_UseX) + { + m_HorizontalVirtualAxis.Update(value.x); + } + + if (m_UseY) + { + m_VerticalVirtualAxis.Update(value.y); + } + } + + + public void OnPointerDown(PointerEventData data) + { + m_Dragging = true; + m_Id = data.pointerId; +#if !UNITY_EDITOR + if (controlStyle != ControlStyle.Absolute ) + m_Center = data.position; +#endif + } + + void Update() + { + if (!m_Dragging) + { + return; + } + if (Input.touchCount >= m_Id + 1 && m_Id != -1) + { +#if !UNITY_EDITOR + + if (controlStyle == ControlStyle.Swipe) + { + m_Center = m_PreviousTouchPos; + m_PreviousTouchPos = Input.touches[m_Id].position; + } + Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; + pointerDelta.x *= Xsensitivity; + pointerDelta.y *= Ysensitivity; +#else + Vector2 pointerDelta; + pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; + pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; + m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); +#endif + UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); + } + } + + + public void OnPointerUp(PointerEventData data) + { + m_Dragging = false; + m_Id = -1; + UpdateVirtualAxes(Vector3.zero); + } + + void OnDisable() + { + if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); + + if (CrossPlatformInputManager.AxisExists(verticalAxisName)) + CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta new file mode 100644 index 0000000..0b176aa --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1caf40fc8bebb6b43b2550c05ca791d6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs new file mode 100644 index 0000000..5ffec5a --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs @@ -0,0 +1,134 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + public abstract class VirtualInput + { + public Vector3 virtualMousePosition { get; private set; } + + + protected Dictionary m_VirtualAxes = + new Dictionary(); + // Dictionary to store the name relating to the virtual axes + protected Dictionary m_VirtualButtons = + new Dictionary(); + protected List m_AlwaysUseVirtual = new List(); + // list of the axis and button names that have been flagged to always use a virtual axis or button + + + public bool AxisExists(string name) + { + return m_VirtualAxes.ContainsKey(name); + } + + public bool ButtonExists(string name) + { + return m_VirtualButtons.ContainsKey(name); + } + + + public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) + { + // check if we already have an axis with that name and log and error if we do + if (m_VirtualAxes.ContainsKey(axis.name)) + { + Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); + } + else + { + // add any new axes + m_VirtualAxes.Add(axis.name, axis); + + // if we dont want to match with the input manager setting then revert to always using virtual + if (!axis.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(axis.name); + } + } + } + + + public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) + { + // check if already have a buttin with that name and log an error if we do + if (m_VirtualButtons.ContainsKey(button.name)) + { + Debug.LogError("There is already a virtual button named " + button.name + " registered."); + } + else + { + // add any new buttons + m_VirtualButtons.Add(button.name, button); + + // if we dont want to match to the input manager then always use a virtual axis + if (!button.matchWithInputManager) + { + m_AlwaysUseVirtual.Add(button.name); + } + } + } + + + public void UnRegisterVirtualAxis(string name) + { + // if we have an axis with that name then remove it from our dictionary of registered axes + if (m_VirtualAxes.ContainsKey(name)) + { + m_VirtualAxes.Remove(name); + } + } + + + public void UnRegisterVirtualButton(string name) + { + // if we have a button with this name then remove it from our dictionary of registered buttons + if (m_VirtualButtons.ContainsKey(name)) + { + m_VirtualButtons.Remove(name); + } + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) + { + return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; + } + + + public void SetVirtualMousePositionX(float f) + { + virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionY(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionZ(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); + } + + + public abstract float GetAxis(string name, bool raw); + + public abstract bool GetButton(string name); + public abstract bool GetButtonDown(string name); + public abstract bool GetButtonUp(string name); + + public abstract void SetButtonDown(string name); + public abstract void SetButtonUp(string name); + public abstract void SetAxisPositive(string name); + 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b/GGJ/Assets/Thirdparty/Standard Assets/Utility.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4539eb30e895bbb41b5eae6df2dde978 +folderAsset: yes +timeCreated: 1436977288 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs new file mode 100644 index 0000000..1687533 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs @@ -0,0 +1,95 @@ +using System; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace UnityStandardAssets.Utility +{ + public class ActivateTrigger : MonoBehaviour + { + // A multi-purpose script which causes an action to occur when + // a trigger collider is entered. + public enum Mode + { + Trigger = 0, // Just broadcast the action on to the target + Replace = 1, // replace target with source + Activate = 2, // Activate the target GameObject + Enable = 3, // Enable a component + Animate = 4, // Start animation on target + Deactivate = 5 // Decativate target GameObject + } + + public Mode action = Mode.Activate; // The action to accomplish + public Object target; // The game object to affect. If none, the trigger work on this game object + public GameObject source; + public int triggerCount = 1; + public bool repeatTrigger = false; + + + private void DoActivateTrigger() + { + triggerCount--; + + if (triggerCount == 0 || repeatTrigger) + { + Object currentTarget = target ?? gameObject; + Behaviour targetBehaviour = currentTarget as Behaviour; + GameObject targetGameObject = currentTarget as GameObject; + if (targetBehaviour != null) + { + targetGameObject = targetBehaviour.gameObject; + } + + switch (action) + { + case Mode.Trigger: + if (targetGameObject != null) + { + targetGameObject.BroadcastMessage("DoActivateTrigger"); + } + break; + case Mode.Replace: + if (source != null) + { + if (targetGameObject != null) + { + Instantiate(source, targetGameObject.transform.position, + targetGameObject.transform.rotation); + DestroyObject(targetGameObject); + } + } + break; + case Mode.Activate: + if (targetGameObject != null) + { + targetGameObject.SetActive(true); + } + break; + case Mode.Enable: + if (targetBehaviour != null) + { + targetBehaviour.enabled = true; + } + break; + case Mode.Animate: + if (targetGameObject != null) + { + targetGameObject.GetComponent().Play(); + } + break; + case Mode.Deactivate: + if (targetGameObject != null) + { + targetGameObject.SetActive(false); + } + break; + } + } + } + + + private void OnTriggerEnter(Collider other) + { + DoActivateTrigger(); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs.meta new file mode 100644 index 0000000..fd86651 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ActivateTrigger.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8634e062924929664361c08745211fb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs new file mode 100644 index 0000000..fb9fc00 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class AlphaButtonClickMask : MonoBehaviour, ICanvasRaycastFilter +{ + protected Image _image; + + public void Start() + { + _image = GetComponent(); + + Texture2D tex = _image.sprite.texture as Texture2D; + + bool isInvalid = false; + if (tex != null) + { + try + { + tex.GetPixels32(); + } + catch (UnityException e) + { + Debug.LogError(e.Message); + isInvalid = true; + } + } + else + { + isInvalid = true; + } + + if (isInvalid) + { + Debug.LogError("This script need an Image with a readbale Texture2D to work."); + } + } + + public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera) + { + Vector2 localPoint; + RectTransformUtility.ScreenPointToLocalPointInRectangle(_image.rectTransform, sp, eventCamera, out localPoint); + + Vector2 pivot = _image.rectTransform.pivot; + Vector2 normalizedLocal = new Vector2(pivot.x + localPoint.x / _image.rectTransform.rect.width, pivot.y + localPoint.y / _image.rectTransform.rect.height); + Vector2 uv = new Vector2( + _image.sprite.rect.x + normalizedLocal.x * _image.sprite.rect.width, + _image.sprite.rect.y + normalizedLocal.y * _image.sprite.rect.height ); + + uv.x /= _image.sprite.texture.width; + uv.y /= _image.sprite.texture.height; + + //uv are inversed, as 0,0 or the rect transform seem to be upper right, then going negativ toward lower left... + Color c = _image.sprite.texture.GetPixelBilinear(uv.x, uv.y); + + return c.a> 0.1f; + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs.meta new file mode 100644 index 0000000..520f9ef --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AlphaButtonClickMask.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 971f44ba24a74294294daed00507d80e +timeCreated: 1436868016 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs new file mode 100644 index 0000000..e101b8c --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs @@ -0,0 +1,199 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class AutoMobileShaderSwitch : MonoBehaviour + { + [SerializeField] private ReplacementList m_ReplacementList; + + // Use this for initialization + private void OnEnable() + { +#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN + var renderers = FindObjectsOfType(); + Debug.Log (renderers.Length+" renderers"); + var oldMaterials = new List(); + var newMaterials = new List(); + + int materialsReplaced = 0; + int materialInstancesReplaced = 0; + + foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) + { + foreach(var r in renderers) + { + Material[] modifiedMaterials = null; + for(int n=0; n 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + // draw title labels + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (props[n] == "-" || props[n] == "^" || props[n] == "v") + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + else + { + SerializedProperty prop = item.FindPropertyRelative(props[n]); + EditorGUI.PropertyField(rect, prop, GUIContent.none); + } + } + } + + y += lineHeight + k_Spacing; + if (changedLength) + { + break; + } + } + } + + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + k_Spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta new file mode 100644 index 0000000..4108156 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c4978ff6447f9040b84acc89b0bbdc8 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs new file mode 100644 index 0000000..edbce0e --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class AutoMoveAndRotate : MonoBehaviour + { + public Vector3andSpace moveUnitsPerSecond; + public Vector3andSpace rotateDegreesPerSecond; + public bool ignoreTimescale; + private float m_LastRealTime; + + + private void Start() + { + m_LastRealTime = Time.realtimeSinceStartup; + } + + + // Update is called once per frame + private void Update() + { + float deltaTime = Time.deltaTime; + if (ignoreTimescale) + { + deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); + m_LastRealTime = Time.realtimeSinceStartup; + } + transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); + transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); + } + + + [Serializable] + public class Vector3andSpace + { + public Vector3 value; + public Space space = Space.Self; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs.meta new file mode 100644 index 0000000..30b395a --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/AutoMoveAndRotate.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a1347817507220a4384f3ff6f7c24546 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs new file mode 100644 index 0000000..26f1c9b --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs @@ -0,0 +1,58 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class CameraRefocus + { + public Camera Camera; + public Vector3 Lookatpoint; + public Transform Parent; + + private Vector3 m_OrigCameraPos; + private bool m_Refocus; + + + public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) + { + m_OrigCameraPos = origCameraPos; + Camera = camera; + Parent = parent; + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public void ChangeParent(Transform parent) + { + Parent = parent; + } + + + public void GetFocusPoint() + { + RaycastHit hitInfo; + if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, + 100f)) + { + Lookatpoint = hitInfo.point; + m_Refocus = true; + return; + } + m_Refocus = false; + } + + + public void SetFocusPoint() + { + if (m_Refocus) + { + Camera.transform.LookAt(Lookatpoint); + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs.meta new file mode 100644 index 0000000..9300ded --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CameraRefocus.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d1e2e7a54dcc8694ab1eca46d072f264 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs new file mode 100644 index 0000000..b3951b7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs @@ -0,0 +1,54 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class CurveControlledBob + { + public float HorizontalBobRange = 0.33f; + public float VerticalBobRange = 0.33f; + public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), + new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), + new Keyframe(2f, 0f)); // sin curve for head bob + public float VerticaltoHorizontalRatio = 1f; + + private float m_CyclePositionX; + private float m_CyclePositionY; + private float m_BobBaseInterval; + private Vector3 m_OriginalCameraPosition; + private float m_Time; + + + public void Setup(Camera camera, float bobBaseInterval) + { + m_BobBaseInterval = bobBaseInterval; + m_OriginalCameraPosition = camera.transform.localPosition; + + // get the length of the curve in time + m_Time = Bobcurve[Bobcurve.length - 1].time; + } + + + public Vector3 DoHeadBob(float speed) + { + float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); + float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); + + m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; + m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; + + if (m_CyclePositionX > m_Time) + { + m_CyclePositionX = m_CyclePositionX - m_Time; + } + if (m_CyclePositionY > m_Time) + { + m_CyclePositionY = m_CyclePositionY - m_Time; + } + + return new Vector3(xPos, yPos, 0f); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs.meta new file mode 100644 index 0000000..3b9374f --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/CurveControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 492f54f4accf00440828ffcb9e4fcc19 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs new file mode 100644 index 0000000..b0f5c35 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs @@ -0,0 +1,96 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DragRigidbody : MonoBehaviour + { + const float k_Spring = 50.0f; + const float k_Damper = 5.0f; + const float k_Drag = 10.0f; + const float k_AngularDrag = 5.0f; + const float k_Distance = 0.2f; + const bool k_AttachToCenterOfMass = false; + + private SpringJoint m_SpringJoint; + + + private void Update() + { + // Make sure the user pressed the mouse down + if (!Input.GetMouseButtonDown(0)) + { + return; + } + + var mainCamera = FindCamera(); + + // We need to actually hit an object + RaycastHit hit = new RaycastHit(); + if ( + !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, + mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, + Physics.DefaultRaycastLayers)) + { + return; + } + // We need to hit a rigidbody that is not kinematic + if (!hit.rigidbody || hit.rigidbody.isKinematic) + { + return; + } + + if (!m_SpringJoint) + { + var go = new GameObject("Rigidbody dragger"); + Rigidbody body = go.AddComponent(); + m_SpringJoint = go.AddComponent(); + body.isKinematic = true; + } + + m_SpringJoint.transform.position = hit.point; + m_SpringJoint.anchor = Vector3.zero; + + m_SpringJoint.spring = k_Spring; + m_SpringJoint.damper = k_Damper; + m_SpringJoint.maxDistance = k_Distance; + m_SpringJoint.connectedBody = hit.rigidbody; + + StartCoroutine("DragObject", hit.distance); + } + + + private IEnumerator DragObject(float distance) + { + var oldDrag = m_SpringJoint.connectedBody.drag; + var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; + m_SpringJoint.connectedBody.drag = k_Drag; + m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; + var mainCamera = FindCamera(); + while (Input.GetMouseButton(0)) + { + var ray = mainCamera.ScreenPointToRay(Input.mousePosition); + m_SpringJoint.transform.position = ray.GetPoint(distance); + yield return null; + } + if (m_SpringJoint.connectedBody) + { + m_SpringJoint.connectedBody.drag = oldDrag; + m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; + m_SpringJoint.connectedBody = null; + } + } + + + private Camera FindCamera() + { + if (GetComponent()) + { + return GetComponent(); + } + + return Camera.main; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs.meta new file mode 100644 index 0000000..42579c5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DragRigidbody.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 58650e15a2607e44daa0f150e0061d89 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs new file mode 100644 index 0000000..bedb568 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs @@ -0,0 +1,51 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class DynamicShadowSettings : MonoBehaviour + { + public Light sunLight; + public float minHeight = 10; + public float minShadowDistance = 80; + public float minShadowBias = 1; + public float maxHeight = 1000; + public float maxShadowDistance = 10000; + public float maxShadowBias = 0.1f; + public float adaptTime = 1; + + private float m_SmoothHeight; + private float m_ChangeSpeed; + private float m_OriginalStrength = 1; + + + private void Start() + { + m_OriginalStrength = sunLight.shadowStrength; + } + + + // Update is called once per frame + private void Update() + { + Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); + RaycastHit hit; + float height = transform.position.y; + if (Physics.Raycast(ray, out hit)) + { + height = hit.distance; + } + + if (Mathf.Abs(height - m_SmoothHeight) > 1) + { + m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); + } + + float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); + + QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); + sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); + sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs.meta new file mode 100644 index 0000000..1bf45ee --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/DynamicShadowSettings.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs new file mode 100644 index 0000000..0401d31 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs @@ -0,0 +1,21 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.EventSystems; + +public class EventSystemChecker : MonoBehaviour +{ + //public GameObject eventSystem; + + // Use this for initialization + void Awake () + { + if(!FindObjectOfType()) + { + //Instantiate(eventSystem); + GameObject obj = new GameObject("EventSystem"); + obj.AddComponent(); + obj.AddComponent().forceModuleActive = true; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs.meta new file mode 100644 index 0000000..3b131fa --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/EventSystemChecker.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9c0578910bbe00d43919a92c7b9893fe +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs new file mode 100644 index 0000000..fbfab58 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs @@ -0,0 +1,73 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class FOVKick + { + public Camera Camera; // optional camera setup, if null the main camera will be used + [HideInInspector] public float originalFov; // the original fov + public float FOVIncrease = 3f; // the amount the field of view increases when going into a run + public float TimeToIncrease = 1f; // the amount of time the field of view will increase over + public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size + public AnimationCurve IncreaseCurve; + + + public void Setup(Camera camera) + { + CheckStatus(camera); + + Camera = camera; + originalFov = camera.fieldOfView; + } + + + private void CheckStatus(Camera camera) + { + if (camera == null) + { + throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); + } + + if (IncreaseCurve == null) + { + throw new Exception( + "FOVKick Increase curve is null, please define the curve for the field of view kicks"); + } + } + + + public void ChangeCamera(Camera camera) + { + Camera = camera; + } + + + public IEnumerator FOVKickUp() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t < TimeToIncrease) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); + t += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + } + + + public IEnumerator FOVKickDown() + { + float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); + while (t > 0) + { + Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); + t -= Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + //make sure that fov returns to the original size + Camera.fieldOfView = originalFov; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs.meta new file mode 100644 index 0000000..50d5df6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FOVKick.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6045a93fb05b9c74884821030da2c46c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs new file mode 100644 index 0000000..6f9bc54 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs @@ -0,0 +1,38 @@ +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace UnityStandardAssets.Utility +{ + [RequireComponent(typeof (Text))] + public class FPSCounter : MonoBehaviour + { + const float fpsMeasurePeriod = 0.5f; + private int m_FpsAccumulator = 0; + private float m_FpsNextPeriod = 0; + private int m_CurrentFps; + const string display = "{0} FPS"; + private Text m_Text; + + + private void Start() + { + m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; + m_Text = GetComponent(); + } + + + private void Update() + { + // measure average frames per second + m_FpsAccumulator++; + if (Time.realtimeSinceStartup > m_FpsNextPeriod) + { + m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); + m_FpsAccumulator = 0; + m_FpsNextPeriod += fpsMeasurePeriod; + m_Text.text = string.Format(display, m_CurrentFps); + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs.meta new file mode 100644 index 0000000..8b9f3b8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FPSCounter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 22bbf57ec543cee42a5aa0ec2dd9e457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs new file mode 100644 index 0000000..e7b91d9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; + + +namespace UnityStandardAssets.Utility +{ + public class FollowTarget : MonoBehaviour + { + public Transform target; + public Vector3 offset = new Vector3(0f, 7.5f, 0f); + + + private void LateUpdate() + { + transform.position = target.position + offset; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs.meta new file mode 100644 index 0000000..28aa661 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/FollowTarget.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 246cc59c7a84ea44f87f6b70acfe30c5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs new file mode 100644 index 0000000..82d3e87 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs @@ -0,0 +1,18 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityStandardAssets.CrossPlatformInput; + +[RequireComponent(typeof (GUITexture))] +public class ForcedReset : MonoBehaviour +{ + private void Update() + { + // if we have forced a reset ... + if (CrossPlatformInputManager.GetButtonDown("ResetObject")) + { + //... reload the scene + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs.meta new file mode 100644 index 0000000..56690a5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ForcedReset.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9b886447cba80f74e820adb3c9e70c76 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs new file mode 100644 index 0000000..8d6b92c --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs @@ -0,0 +1,45 @@ +using System; +using System.Collections; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + [Serializable] + public class LerpControlledBob + { + public float BobDuration; + public float BobAmount; + + private float m_Offset = 0f; + + + // provides the offset that can be used + public float Offset() + { + return m_Offset; + } + + + public IEnumerator DoBobCycle() + { + // make the camera move down slightly + float t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + + // make it move back to neutral + t = 0f; + while (t < BobDuration) + { + m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); + t += Time.deltaTime; + yield return new WaitForFixedUpdate(); + } + m_Offset = 0f; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs.meta new file mode 100644 index 0000000..5321d93 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/LerpControlledBob.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c1bbfafbde15c854681023b9e01e12dd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs new file mode 100644 index 0000000..d019fa6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs @@ -0,0 +1,57 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class ObjectResetter : MonoBehaviour + { + private Vector3 originalPosition; + private Quaternion originalRotation; + private List originalStructure; + + private Rigidbody Rigidbody; + + // Use this for initialization + private void Start() + { + originalStructure = new List(GetComponentsInChildren()); + originalPosition = transform.position; + originalRotation = transform.rotation; + + Rigidbody = GetComponent(); + } + + + public void DelayedReset(float delay) + { + StartCoroutine(ResetCoroutine(delay)); + } + + + public IEnumerator ResetCoroutine(float delay) + { + yield return new WaitForSeconds(delay); + + // remove any gameobjects added (fire, skid trails, etc) + foreach (var t in GetComponentsInChildren()) + { + if (!originalStructure.Contains(t)) + { + t.parent = null; + } + } + + transform.position = originalPosition; + transform.rotation = originalRotation; + if (Rigidbody) + { + Rigidbody.velocity = Vector3.zero; + Rigidbody.angularVelocity = Vector3.zero; + } + + SendMessage("Reset"); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs.meta new file mode 100644 index 0000000..4bcdef9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ObjectResetter.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 643c971818f68d3439e84b5d8bdafe07 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs new file mode 100644 index 0000000..22f66f6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs @@ -0,0 +1,62 @@ +using System; +using System.Collections; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace UnityStandardAssets.Utility +{ + public class ParticleSystemDestroyer : MonoBehaviour + { + // allows a particle system to exist for a specified duration, + // then shuts off emission, and waits for all particles to expire + // before destroying the gameObject + + public float minDuration = 8; + public float maxDuration = 10; + + private float m_MaxLifetime; + private bool m_EarlyStop; + + + private IEnumerator Start() + { + var systems = GetComponentsInChildren(); + + // find out the maximum lifetime of any particles in this effect + foreach (var system in systems) + { + m_MaxLifetime = Mathf.Max(system.main.startLifetime.constant, m_MaxLifetime); + } + + // wait for random duration + + float stopTime = Time.time + Random.Range(minDuration, maxDuration); + + while (Time.time < stopTime && !m_EarlyStop) + { + yield return null; + } + Debug.Log("stopping " + name); + + // turn off emission + foreach (var system in systems) + { + var emission = system.emission; + emission.enabled = false; + } + BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); + + // wait for any remaining particles to expire + yield return new WaitForSeconds(m_MaxLifetime); + + Destroy(gameObject); + } + + + public void Stop() + { + // stops the particle system early + m_EarlyStop = true; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta new file mode 100644 index 0000000..ac73e15 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 29014cd42b6d273408e0ceefd336c0b3 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/PlatformSpecificContent.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/PlatformSpecificContent.cs new file mode 100644 index 0000000..0ac159f --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/PlatformSpecificContent.cs @@ -0,0 +1,125 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ +#if UNITY_EDITOR + + [ExecuteInEditMode] +#endif + public class PlatformSpecificContent : MonoBehaviour +#if UNITY_EDITOR + , UnityEditor.Build.IActiveBuildTargetChanged +#endif + { + private enum BuildTargetGroup + { + Standalone, + Mobile + } + + [SerializeField] + private BuildTargetGroup m_BuildTargetGroup; + [SerializeField] + private GameObject[] m_Content = new GameObject[0]; + [SerializeField] + private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; + [SerializeField] + private bool m_ChildrenOfThisObject; + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableContent(); + } +#else + public int callbackOrder + { + get + { + return 1; + } + } +#endif + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorApplication.update -= Update; + } + + public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) + { + CheckEnableContent(); + } + + private void Update() + { + CheckEnableContent(); + } +#endif + + + private void CheckEnableContent() + { +#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(true); + } else { + EnableContent(false); + } +#endif + +#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN) + if (m_BuildTargetGroup == BuildTargetGroup.Mobile) + { + EnableContent(false); + } + else + { + EnableContent(true); + } +#endif + } + + + private void EnableContent(bool enabled) + { + if (m_Content.Length > 0) + { + foreach (var g in m_Content) + { + if (g != null) + { + g.SetActive(enabled); + } + } + } + if (m_ChildrenOfThisObject) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + if (m_MonoBehaviours.Length > 0) + { + foreach (var monoBehaviour in m_MonoBehaviours) + { 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UnityStandardAssets.Utility +{ + public class SimpleActivatorMenu : MonoBehaviour + { + // An incredibly simple menu which, when given references + // to gameobjects in the scene + public GUIText camSwitchButton; + public GameObject[] objects; + + + private int m_CurrentActiveObject; + + + private void OnEnable() + { + // active object starts from first in array + m_CurrentActiveObject = 0; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + + + public void NextCamera() + { + int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; + + for (int i = 0; i < objects.Length; i++) + { + objects[i].SetActive(i == nextactiveobject); + } + + m_CurrentActiveObject = nextactiveobject; + camSwitchButton.text = objects[m_CurrentActiveObject].name; + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleActivatorMenu.cs.meta new file mode 100644 index 0000000..45823d1 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleActivatorMenu.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs new file mode 100644 index 0000000..5b1ef5a --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs @@ -0,0 +1,113 @@ +using System; +using UnityEngine; +using UnityStandardAssets.CrossPlatformInput; + +namespace UnityStandardAssets.Utility +{ + public class SimpleMouseRotator : MonoBehaviour + { + // A mouselook behaviour with constraints which operate relative to + // this gameobject's initial rotation. + // Only rotates around local X and Y. + // Works in local coordinates, so if this object is parented + // to another moving gameobject, its local constraints will + // operate correctly + // (Think: looking out the side window of a car, or a gun turret + // on a moving spaceship with a limited angular range) + // to have no constraints on an axis, set the rotationRange to 360 or greater. + public Vector2 rotationRange = new Vector3(70, 70); + public float rotationSpeed = 10; + public float dampingTime = 0.2f; + public bool autoZeroVerticalOnMobile = true; + public bool autoZeroHorizontalOnMobile = false; + public bool relative = true; + + + private Vector3 m_TargetAngles; + private Vector3 m_FollowAngles; + private Vector3 m_FollowVelocity; + private Quaternion m_OriginalRotation; + + + private void Start() + { + m_OriginalRotation = transform.localRotation; + } + + + private void Update() + { + // we make initial calculations from the original local rotation + transform.localRotation = m_OriginalRotation; + + // read input from mouse or mobile controls + float inputH; + float inputV; + if (relative) + { + inputH = CrossPlatformInputManager.GetAxis("Mouse X"); + inputV = CrossPlatformInputManager.GetAxis("Mouse Y"); + + // wrap values to avoid springing quickly the wrong way from positive to negative + if (m_TargetAngles.y > 180) + { + m_TargetAngles.y -= 360; + m_FollowAngles.y -= 360; + } + if (m_TargetAngles.x > 180) + { + m_TargetAngles.x -= 360; + m_FollowAngles.x -= 360; + } + if (m_TargetAngles.y < -180) + { + m_TargetAngles.y += 360; + m_FollowAngles.y += 360; + } + if (m_TargetAngles.x < -180) + { + m_TargetAngles.x += 360; + m_FollowAngles.x += 360; + } + +#if MOBILE_INPUT + // on mobile, sometimes we want input mapped directly to tilt value, + // so it springs back automatically when the look input is released. + if (autoZeroHorizontalOnMobile) { + m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f); + } else { + m_TargetAngles.y += inputH * rotationSpeed; + } + if (autoZeroVerticalOnMobile) { + m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f); + } else { + m_TargetAngles.x += inputV * rotationSpeed; + } +#else + // with mouse input, we have direct control with no springback required. + m_TargetAngles.y += inputH*rotationSpeed; + m_TargetAngles.x += inputV*rotationSpeed; +#endif + + // clamp values to allowed range + m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f); + m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f); + } + else + { + inputH = Input.mousePosition.x; + inputV = Input.mousePosition.y; + + // set values to allowed range + m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width); + m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height); + } + + // smoothly interpolate current values to target angles + m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime); + + // update the actual gameobject's rotation + transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs.meta new file mode 100644 index 0000000..4c2b617 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SimpleMouseRotator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cadd54e4832aeef4b9359f44cbe335cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs new file mode 100644 index 0000000..01881dc --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class SmoothFollow : MonoBehaviour + { + + // The target we are following + [SerializeField] + private Transform target; + // The distance in the x-z plane to the target + [SerializeField] + private float distance = 10.0f; + // the height we want the camera to be above the target + [SerializeField] + private float height = 5.0f; + + [SerializeField] + private float rotationDamping; + [SerializeField] + private float heightDamping; + + // Use this for initialization + void Start() { } + + // Update is called once per frame + void LateUpdate() + { + // Early out if we don't have a target + if (!target) + return; + + // Calculate the current rotation angles + var wantedRotationAngle = target.eulerAngles.y; + var wantedHeight = target.position.y + height; + + var currentRotationAngle = transform.eulerAngles.y; + var currentHeight = transform.position.y; + + // Damp the rotation around the y-axis + currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); + + // Damp the height + currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); + + // Convert the angle into a rotation + var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); + + // Set the position of the camera on the x-z plane to: + // distance meters behind the target + transform.position = target.position; + transform.position -= currentRotation * Vector3.forward * distance; + + // Set the height of the camera + transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); + + // Always look at the target + transform.LookAt(target); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs.meta new file mode 100644 index 0000000..8e0ee92 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/SmoothFollow.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f76806479d916a64aa03f8e3eba7912f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs new file mode 100644 index 0000000..7c0b13b --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs @@ -0,0 +1,216 @@ +using System; +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectActivator : MonoBehaviour + { + public enum Action + { + Activate, + Deactivate, + Destroy, + ReloadLevel, + Call, + } + + + [Serializable] + public class Entry + { + public GameObject target; + public Action action; + public float delay; + } + + + [Serializable] + public class Entries + { + public Entry[] entries; + } + + + public Entries entries = new Entries(); + + + private void Awake() + { + foreach (Entry entry in entries.entries) + { + switch (entry.action) + { + case Action.Activate: + StartCoroutine(Activate(entry)); + break; + case Action.Deactivate: + StartCoroutine(Deactivate(entry)); + break; + case Action.Destroy: + Destroy(entry.target, entry.delay); + break; + + case Action.ReloadLevel: + StartCoroutine(ReloadLevel(entry)); + break; + } + } + } + + + private IEnumerator Activate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(true); + } + + + private IEnumerator Deactivate(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + entry.target.SetActive(false); + } + + + private IEnumerator ReloadLevel(Entry entry) + { + yield return new WaitForSeconds(entry.delay); + SceneManager.LoadScene(SceneManager.GetSceneAt(0).name); + } + } +} + + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] + public class EntriesDrawer : PropertyDrawer + { + private const float k_LineHeight = 18; + private const float k_Spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float width = position.width; + + // Draw label + EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var entries = property.FindPropertyRelative("entries"); + + if (entries.arraySize > 0) + { + float actionWidth = .25f*width; + float targetWidth = .6f*width; + float delayWidth = .1f*width; + float buttonWidth = .05f*width; + + for (int i = 0; i < entries.arraySize; ++i) + { + y += k_LineHeight + k_Spacing; + + var entry = entries.GetArrayElementAtIndex(i); + + float rowX = x; + + // Calculate rects + Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); + rowX += actionWidth; + + Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); + rowX += targetWidth; + + Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); + rowX += delayWidth; + + Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); + rowX += buttonWidth; + + // Draw fields - passs GUIContent.none to each so they are drawn without labels + + if (entry.FindPropertyRelative("action").enumValueIndex != + (int) TimedObjectActivator.Action.ReloadLevel) + { + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); + } + else + { + actionRect.width = actionRect.width + targetRect.width; + EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); + } + + EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); + if (GUI.Button(buttonRect, "-")) + { + entries.DeleteArrayElementAtIndex(i); + break; + } + } + } + + // add & sort buttons + y += k_LineHeight + k_Spacing; + + var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); + if (GUI.Button(addButtonRect, "Add")) + { + entries.InsertArrayElementAtIndex(entries.arraySize); + } + + var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); + if (GUI.Button(sortButtonRect, "Sort")) + { + bool changed = true; + while (entries.arraySize > 1 && changed) + { + changed = false; + for (int i = 0; i < entries.arraySize - 1; ++i) + { + var e1 = entries.GetArrayElementAtIndex(i); + var e2 = entries.GetArrayElementAtIndex(i + 1); + + if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) + { + entries.MoveArrayElement(i + 1, i); + changed = true; + break; + } + } + } + } + + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + // + + + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty entries = property.FindPropertyRelative("entries"); + float lineAndSpace = k_LineHeight + k_Spacing; + return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; + } + } +#endif +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs.meta new file mode 100644 index 0000000..e2fd0fc --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectActivator.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3a7cedf246fca744f90cbdc9dbe41166 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs new file mode 100644 index 0000000..fdf5e07 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class TimedObjectDestructor : MonoBehaviour + { + [SerializeField] private float m_TimeOut = 1.0f; + [SerializeField] private bool m_DetachChildren = false; + + + private void Awake() + { + Invoke("DestroyNow", m_TimeOut); + } + + + private void DestroyNow() + { + if (m_DetachChildren) + { + transform.DetachChildren(); + } + DestroyObject(gameObject); + } + } +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs.meta new file mode 100644 index 0000000..9dec4d4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/TimedObjectDestructor.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 37fac21d1f093d344816942d1abce94e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs new file mode 100644 index 0000000..4f483fa --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs @@ -0,0 +1,384 @@ +using System; +using System.Collections; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; + +#endif + +namespace UnityStandardAssets.Utility +{ + public class WaypointCircuit : MonoBehaviour + { + public WaypointList waypointList = new WaypointList(); + [SerializeField] private bool smoothRoute = true; + private int numPoints; + private Vector3[] points; + private float[] distances; + + public float editorVisualisationSubsteps = 100; + public float Length { get; private set; } + + public Transform[] Waypoints + { + get { return waypointList.items; } + } + + //this being here will save GC allocs + private int p0n; + private int p1n; + private int p2n; + private int p3n; + + private float i; + private Vector3 P0; + private Vector3 P1; + private Vector3 P2; + private Vector3 P3; + + // Use this for initialization + private void Awake() + { + if (Waypoints.Length > 1) + { + CachePositionsAndDistances(); + } + numPoints = Waypoints.Length; + } + + + public RoutePoint GetRoutePoint(float dist) + { + // position and direction + Vector3 p1 = GetRoutePosition(dist); + Vector3 p2 = GetRoutePosition(dist + 0.1f); + Vector3 delta = p2 - p1; + return new RoutePoint(p1, delta.normalized); + } + + + public Vector3 GetRoutePosition(float dist) + { + int point = 0; + + if (Length == 0) + { + Length = distances[distances.Length - 1]; + } + + dist = Mathf.Repeat(dist, Length); + + while (distances[point] < dist) + { + ++point; + } + + + // get nearest two points, ensuring points wrap-around start & end of circuit + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + // found point numbers, now find interpolation value between the two middle points + + i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); + + if (smoothRoute) + { + // smooth catmull-rom calculation between the two relevant points + + + // get indices for the surrounding 2 points, because + // four points are required by the catmull-rom function + p0n = ((point - 2) + numPoints)%numPoints; + p3n = (point + 1)%numPoints; + + // 2nd point may have been the 'last' point - a dupe of the first, + // (to give a value of max track distance instead of zero) + // but now it must be wrapped back to zero if that was the case. + p2n = p2n%numPoints; + + P0 = points[p0n]; + P1 = points[p1n]; + P2 = points[p2n]; + P3 = points[p3n]; + + return CatmullRom(P0, P1, P2, P3, i); + } + else + { + // simple linear lerp between the two points: + + p1n = ((point - 1) + numPoints)%numPoints; + p2n = point; + + return Vector3.Lerp(points[p1n], points[p2n], i); + } + } + + + private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) + { + // comments are no use here... it's the catmull-rom equation. + // Un-magic this, lord vector! + return 0.5f* + ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + + (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); + } + + + private void CachePositionsAndDistances() + { + // transfer the position of each point and distances between points to arrays for + // speed of lookup at runtime + points = new Vector3[Waypoints.Length + 1]; + distances = new float[Waypoints.Length + 1]; + + float accumulateDistance = 0; + for (int i = 0; i < points.Length; ++i) + { + var t1 = Waypoints[(i)%Waypoints.Length]; + var t2 = Waypoints[(i + 1)%Waypoints.Length]; + if (t1 != null && t2 != null) + { + Vector3 p1 = t1.position; + Vector3 p2 = t2.position; + points[i] = Waypoints[i%Waypoints.Length].position; + distances[i] = accumulateDistance; + accumulateDistance += (p1 - p2).magnitude; + } + } + } + + + private void OnDrawGizmos() + { + DrawGizmos(false); + } + + + private void OnDrawGizmosSelected() + { + DrawGizmos(true); + } + + + private void DrawGizmos(bool selected) + { + waypointList.circuit = this; + if (Waypoints.Length > 1) + { + numPoints = Waypoints.Length; + + CachePositionsAndDistances(); + Length = distances[distances.Length - 1]; + + Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); + Vector3 prev = Waypoints[0].position; + if (smoothRoute) + { + for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) + { + Vector3 next = GetRoutePosition(dist + 1); + Gizmos.DrawLine(prev, next); + prev = next; + } + Gizmos.DrawLine(prev, Waypoints[0].position); + } + else + { + for (int n = 0; n < Waypoints.Length; ++n) + { + Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; + Gizmos.DrawLine(prev, next); + prev = next; + } + } + } + } + + + [Serializable] + public class WaypointList + { + public WaypointCircuit circuit; + public Transform[] items = new Transform[0]; + } + + public struct RoutePoint + { + public Vector3 position; + public Vector3 direction; + + + public RoutePoint(Vector3 position, Vector3 direction) + { + this.position = position; + this.direction = direction; + } + } + } +} + +namespace UnityStandardAssets.Utility.Inspector +{ +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] + public class WaypointListDrawer : PropertyDrawer + { + private float lineHeight = 18; + private float spacing = 4; + + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.BeginProperty(position, label, property); + + float x = position.x; + float y = position.y; + float inspectorWidth = position.width; + + // Draw label + + + // Don't make child fields be indented + var indent = EditorGUI.indentLevel; + EditorGUI.indentLevel = 0; + + var items = property.FindPropertyRelative("items"); + var titles = new string[] {"Transform", "", "", ""}; + var props = new string[] {"transform", "^", "v", "-"}; + var widths = new float[] {.7f, .1f, .1f, .1f}; + float lineHeight = 18; + bool changedLength = false; + if (items.arraySize > 0) + { + for (int i = -1; i < items.arraySize; ++i) + { + var item = items.GetArrayElementAtIndex(i); + + float rowX = x; + for (int n = 0; n < props.Length; ++n) + { + float w = widths[n]*inspectorWidth; + + // Calculate rects + Rect rect = new Rect(rowX, y, w, lineHeight); + rowX += w; + + if (i == -1) + { + EditorGUI.LabelField(rect, titles[n]); + } + else + { + if (n == 0) + { + EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); + } + else + { + if (GUI.Button(rect, props[n])) + { + switch (props[n]) + { + case "-": + items.DeleteArrayElementAtIndex(i); + items.DeleteArrayElementAtIndex(i); + changedLength = true; + break; + case "v": + if (i > 0) + { + items.MoveArrayElement(i, i + 1); + } + break; + case "^": + if (i < items.arraySize - 1) + { + items.MoveArrayElement(i, i - 1); + } + break; + } + } + } + } + } + + y += lineHeight + spacing; + if (changedLength) + { + break; + } + } + } + else + { + // add button + var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, + widths[widths.Length - 1]*inspectorWidth, lineHeight); + if (GUI.Button(addButtonRect, "+")) + { + items.InsertArrayElementAtIndex(items.arraySize); + } + + y += lineHeight + spacing; + } + + // add all button + var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(addAllButtonRect, "Assign using all child objects")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + var children = new Transform[circuit.transform.childCount]; + int n = 0; + foreach (Transform child in circuit.transform) + { + children[n++] = child; + } + Array.Sort(children, new TransformNameComparer()); + circuit.waypointList.items = new Transform[children.Length]; + for (n = 0; n < children.Length; ++n) + { + circuit.waypointList.items[n] = children[n]; + } + } + y += lineHeight + spacing; + + // rename all button + var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); + if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) + { + var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; + int n = 0; + foreach (Transform child in circuit.waypointList.items) + { + child.name = "Waypoint " + (n++).ToString("000"); + } + } + y += lineHeight + spacing; + + // Set indent back to what it was + EditorGUI.indentLevel = indent; + EditorGUI.EndProperty(); + } + + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty items = property.FindPropertyRelative("items"); + float lineAndSpace = lineHeight + spacing; + return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; + } + + + // comparer for check distances in ray cast hits + public class TransformNameComparer : IComparer + { + public int Compare(object x, object y) + { + return ((Transform) x).name.CompareTo(((Transform) y).name); + } + } + } +#endif +} diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs.meta b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs.meta new file mode 100644 index 0000000..7dd72d7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointCircuit.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70852dc981465ea48bb527b9e33a87fd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointProgressTracker.cs b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointProgressTracker.cs new file mode 100644 index 0000000..750b779 --- /dev/null +++ b/GGJ/Assets/Thirdparty/Standard Assets/Utility/WaypointProgressTracker.cs @@ -0,0 +1,152 @@ +using System; +using UnityEngine; + +namespace UnityStandardAssets.Utility +{ + public class WaypointProgressTracker : MonoBehaviour + { + // This script can be used with any object that is supposed to follow a + // route marked out by waypoints. + + // This script manages the amount to look ahead along the route, + // and keeps track of progress and laps. + + [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow + + [SerializeField] private float lookAheadForTargetOffset = 5; + // The offset ahead along the route that the we will aim for + + [SerializeField] private float lookAheadForTargetFactor = .1f; + // A multiplier adding distance ahead along the route to aim for, based on current speed + + [SerializeField] private float lookAheadForSpeedOffset = 10; + // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) + + [SerializeField] private float lookAheadForSpeedFactor = .2f; + // A multiplier adding distance ahead along the route for speed adjustments + + [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; + // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. + + [SerializeField] private float pointToPointThreshold = 4; + // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. + + public enum ProgressStyle + { + SmoothAlongRoute, + PointToPoint, + } + + // these are public, readable by other objects - i.e. for an AI to know where to head! + public WaypointCircuit.RoutePoint targetPoint { get; private set; } + public WaypointCircuit.RoutePoint speedPoint { get; private set; } + public WaypointCircuit.RoutePoint progressPoint { get; private set; } + + public Transform target; + + private float progressDistance; // The progress round the route, used in smooth mode. + private int progressNum; // the current waypoint number, used in point-to-point mode. + private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) + private float speed; // current speed of this object (calculated from delta since last frame) + + // setup script properties + private void Start() + { + // we use a transform to represent the point to aim for, and the point which + // is considered for upcoming changes-of-speed. This allows this component + // to communicate this information to the AI without requiring further dependencies. + + // You can manually create a transform and assign it to this component *and* the AI, + // then this component will update it, and the AI can read it. + if (target == null) + { + target = new GameObject(name + " Waypoint Target").transform; + } + + Reset(); + } + + + // reset the object to sensible values + public void Reset() + { + progressDistance = 0; + progressNum = 0; + if (progressStyle == ProgressStyle.PointToPoint) + { + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + } + } + + + private void Update() + { + if (progressStyle == ProgressStyle.SmoothAlongRoute) + { + // determine the position we should currently be aiming for + // (this is different to the current progress position, it is a a certain amount ahead along the route) + // we use lerp as a simple way of smoothing out the speed over time. + if (Time.deltaTime > 0) + { + speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, + Time.deltaTime); + } + target.position = + circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) + .position; + target.rotation = + Quaternion.LookRotation( + circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) + .direction); + + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude*0.5f; + } + + lastPosition = transform.position; + } + else + { + // point to point mode. Just increase the waypoint if we're close enough: + + Vector3 targetDelta = target.position - transform.position; + if (targetDelta.magnitude < pointToPointThreshold) + { + progressNum = (progressNum + 1)%circuit.Waypoints.Length; + } + + + target.position = circuit.Waypoints[progressNum].position; + target.rotation = circuit.Waypoints[progressNum].rotation; + + // get our current progress along the route + progressPoint = circuit.GetRoutePoint(progressDistance); + Vector3 progressDelta = progressPoint.position - transform.position; + if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) + { + progressDistance += progressDelta.magnitude; + } + lastPosition = transform.position; + } + } + + + private void OnDrawGizmos() + { + if (Application.isPlaying) + { + Gizmos.color = Color.green; + Gizmos.DrawLine(transform.position, target.position); + Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); + Gizmos.color = Color.yellow; + Gizmos.DrawLine(target.position, 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+folderAsset: yes +timeCreated: 1436068007 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs new file mode 100644 index 0000000..b48ebbd --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark01 : MonoBehaviour + { + + public int BenchmarkType = 0; + + public TMP_FontAsset TMProFont; + public Font TextMeshFont; + + private TextMeshPro m_textMeshPro; + private TextContainer m_textContainer; + private TextMesh m_textMesh; + + private const string label01 = "The <#0050FF>count is: {0}"; + private const string label02 = "The count is: "; + + //private string m_string; + //private int m_frame; + + private Material m_material01; + private Material m_material02; + + + + IEnumerator Start() + { + + + + if (BenchmarkType == 0) // TextMesh Pro Component + { + m_textMeshPro = gameObject.AddComponent(); + m_textMeshPro.autoSizeTextContainer = true; + + //m_textMeshPro.anchorDampening = true; + + if (TMProFont != null) + m_textMeshPro.font = TMProFont; + + //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this... + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists. + + m_textMeshPro.fontSize = 48; + m_textMeshPro.alignment = TextAlignmentOptions.Center; + //m_textMeshPro.anchor = AnchorPositions.Center; + m_textMeshPro.extraPadding = true; + //m_textMeshPro.outlineWidth = 0.25f; + //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); + //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); + //m_textMeshPro.lineJustification = LineJustificationTypes.Center; + m_textMeshPro.enableWordWrapping = false; + //m_textMeshPro.lineLength = 60; + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); + + m_material01 = m_textMeshPro.font.material; + m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + else + { + m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.anchor = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.SetText(label01, i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta new file mode 100644 index 0000000..9910676 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f970ea55f9f84bf79b05dab180b8c125 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs new file mode 100644 index 0000000..38f4a27 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + + +namespace TMPro.Examples +{ + + public class Benchmark01_UGUI : MonoBehaviour + { + + public int BenchmarkType = 0; + + public Canvas canvas; + public TMP_FontAsset TMProFont; + public Font TextMeshFont; + + private TextMeshProUGUI m_textMeshPro; + //private TextContainer m_textContainer; + private Text m_textMesh; + + private const string label01 = "The <#0050FF>count is: "; + private const string label02 = "The count is: "; + + //private const string label01 = "TextMesh <#0050FF>Pro! The count is: {0}"; + //private const string label02 = "Text Mesh The count is: "; + + //private string m_string; + //private int m_frame; + + private Material m_material01; + private Material m_material02; + + + + IEnumerator Start() + { + + + + if (BenchmarkType == 0) // TextMesh Pro Component + { + m_textMeshPro = gameObject.AddComponent(); + //m_textContainer = GetComponent(); + + + //m_textMeshPro.anchorDampening = true; + + if (TMProFont != null) + m_textMeshPro.font = TMProFont; + + //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this... + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists. + + m_textMeshPro.fontSize = 48; + m_textMeshPro.alignment = TextAlignmentOptions.Center; + //m_textMeshPro.anchor = AnchorPositions.Center; + m_textMeshPro.extraPadding = true; + //m_textMeshPro.outlineWidth = 0.25f; + //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); + //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); + //m_textMeshPro.lineJustification = LineJustificationTypes.Center; + //m_textMeshPro.enableWordWrapping = true; + //m_textMeshPro.lineLength = 60; + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); + + m_material01 = m_textMeshPro.font.material; + m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + else + { + //m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.alignment = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = label01 + (i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } + +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta new file mode 100644 index 0000000..5a26304 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8ef7be1c625941f7ba8ed7cc71718c0d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs new file mode 100644 index 0000000..daa6d30 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs @@ -0,0 +1,94 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark02 : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + private TextMeshProFloatingText floatingText_Script; + + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + + + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMeshPro textMeshPro = go.AddComponent(); + + textMeshPro.autoSizeTextContainer = true; + textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0); + + textMeshPro.alignment = TextAlignmentOptions.Bottom; + textMeshPro.fontSize = 96; + textMeshPro.enableKerning = false; + + textMeshPro.color = new Color32(255, 255, 0, 255); + textMeshPro.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + else if (SpawnType == 1) + { + // TextMesh Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL"); + textMesh.GetComponent().sharedMaterial = textMesh.font.material; + + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + else if (SpawnType == 2) + { + // Canvas WorldSpace Camera + GameObject go = new GameObject(); + Canvas canvas = go.AddComponent(); + canvas.worldCamera = Camera.main; + + go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f)); + + TextMeshProUGUI textObject = new GameObject().AddComponent(); + textObject.rectTransform.SetParent(go.transform, false); + + textObject.color = new Color32(255, 255, 0, 255); + textObject.alignment = TextAlignmentOptions.Bottom; + textObject.fontSize = 96; + textObject.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + + + + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta new file mode 100644 index 0000000..a5d5a10 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8538afcddc14efbb5d9e94b7ae50197 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs new file mode 100644 index 0000000..eaa2c89 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark03 : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public Font TheFont; + + //private TextMeshProFloatingText floatingText_Script; + + void Awake() + { + + } + + + void Start() + { + for (int i = 0; i < NumberOfNPC; i++) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + //go.transform.localScale = new Vector3(2, 2, 2); + GameObject go = new GameObject(); //"NPC " + i); + //go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + go.transform.position = new Vector3(0, 0, 0); + //go.renderer.castShadows = false; + //go.renderer.receiveShadows = false; + //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); + + TextMeshPro textMeshPro = go.AddComponent(); + //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + textMeshPro.alignment = TextAlignmentOptions.Center; + textMeshPro.fontSize = 96; + + textMeshPro.text = "@"; + textMeshPro.color = new Color32(255, 255, 0, 255); + //textMeshPro.Text = "!"; + + + // Spawn Floating Text + //floatingText_Script = go.AddComponent(); + //floatingText_Script.SpawnType = 0; + } + else + { + // TextMesh Implementation + GameObject go = new GameObject(); //"NPC " + i); + //go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + go.transform.position = new Vector3(0, 0, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = TheFont.material; + textMesh.font = TheFont; + textMesh.anchor = TextAnchor.MiddleCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "@"; + + // Spawn Floating Text + //floatingText_Script = go.AddComponent(); + //floatingText_Script.SpawnType = 1; + } + } + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta new file mode 100644 index 0000000..8883bcd --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a73109742c8d47ac822895a473300c29 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs new file mode 100644 index 0000000..e56714d --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark04 : MonoBehaviour + { + + public int SpawnType = 0; + + public int MinPointSize = 12; + public int MaxPointSize = 64; + public int Steps = 4; + + private Transform m_Transform; + //private TextMeshProFloatingText floatingText_Script; + //public Material material; + + + void Start() + { + m_Transform = transform; + + float lineHeight = 0; + float orthoSize = Camera.main.orthographicSize = Screen.height / 2; + float ratio = (float)Screen.width / Screen.height; + + for (int i = MinPointSize; i <= MaxPointSize; i += Steps) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject("Text - " + i + " Pts"); + + if (lineHeight > orthoSize * 2) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); + + TextMeshPro textMeshPro = go.AddComponent(); + + //textMeshPro.fontSharedMaterial = material; + //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Left; + textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); + + textMeshPro.enableWordWrapping = false; + textMeshPro.extraPadding = true; + textMeshPro.isOrthographic = true; + textMeshPro.fontSize = i; + + textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; + textMeshPro.color = new Color32(255, 255, 255, 255); + + lineHeight += i; + } + else + { + // TextMesh Implementation + // Causes crashes since atlas needed exceeds 4096 X 4096 + /* + GameObject go = new GameObject("Arial " + i); + + //if (lineHeight > orthoSize * 2 * 0.9f) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + textMesh.renderer.sharedMaterial = textMesh.font.material; + textMesh.anchor = TextAnchor.MiddleLeft; + textMesh.fontSize = i * 10; + + textMesh.color = new Color32(255, 255, 255, 255); + textMesh.text = i + " pts - Lorem ipsum dolor sit..."; + + lineHeight += i; + */ + } + } + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta new file mode 100644 index 0000000..cc271d7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc20866c0d5e413ab7559440e15333ae +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs new file mode 100644 index 0000000..dad1482 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs @@ -0,0 +1,292 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class CameraController : MonoBehaviour + { + public enum CameraModes { Follow, Isometric, Free } + + private Transform cameraTransform; + private Transform dummyTarget; + + public Transform CameraTarget; + + public float FollowDistance = 30.0f; + public float MaxFollowDistance = 100.0f; + public float MinFollowDistance = 2.0f; + + public float ElevationAngle = 30.0f; + public float MaxElevationAngle = 85.0f; + public float MinElevationAngle = 0f; + + public float OrbitalAngle = 0f; + + public CameraModes CameraMode = CameraModes.Follow; + + public bool MovementSmoothing = true; + public bool RotationSmoothing = false; + private bool previousSmoothing; + + public float MovementSmoothingValue = 25f; + public float RotationSmoothingValue = 5.0f; + + public float MoveSensitivity = 2.0f; + + private Vector3 currentVelocity = Vector3.zero; + private Vector3 desiredPosition; + private float mouseX; + private float mouseY; + private Vector3 moveVector; + private float mouseWheel; + + // Controls for Touches on Mobile devices + //private float prev_ZoomDelta; + + + private const string event_SmoothingValue = "Slider - Smoothing Value"; + private const string event_FollowDistance = "Slider - Camera Zoom"; + + + void Awake() + { + if (QualitySettings.vSyncCount > 0) + Application.targetFrameRate = 60; + else + Application.targetFrameRate = -1; + + if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) + Input.simulateMouseWithTouches = false; + + cameraTransform = transform; + previousSmoothing = MovementSmoothing; + } + + + // Use this for initialization + void Start() + { + if (CameraTarget == null) + { + // If we don't have a target (assigned by the player, create a dummy in the center of the scene). + dummyTarget = new GameObject("Camera Target").transform; + CameraTarget = dummyTarget; + } + } + + // Update is called once per frame + void LateUpdate() + { + GetPlayerInput(); + + + // Check if we still have a valid target + if (CameraTarget != null) + { + if (CameraMode == CameraModes.Isometric) + { + desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance); + } + else if (CameraMode == CameraModes.Follow) + { + desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance))); + } + else + { + // Free Camera implementation + } + + if (MovementSmoothing == true) + { + // Using Smoothing + cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime); + //cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f); + } + else + { + // Not using Smoothing + cameraTransform.position = desiredPosition; + } + + if (RotationSmoothing == true) + cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime); + else + { + cameraTransform.LookAt(CameraTarget); + } + + } + + } + + + + void GetPlayerInput() + { + moveVector = Vector3.zero; + + // Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling + mouseWheel = Input.GetAxis("Mouse ScrollWheel"); + + float touchCount = Input.touchCount; + + if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0) + { + mouseWheel *= 10; + + if (Input.GetKeyDown(KeyCode.I)) + CameraMode = CameraModes.Isometric; + + if (Input.GetKeyDown(KeyCode.F)) + CameraMode = CameraModes.Follow; + + if (Input.GetKeyDown(KeyCode.S)) + MovementSmoothing = !MovementSmoothing; + + + // Check for right mouse button to change camera follow and elevation angle + if (Input.GetMouseButton(1)) + { + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + if (mouseY > 0.01f || mouseY < -0.01f) + { + ElevationAngle -= mouseY * MoveSensitivity; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + if (mouseX > 0.01f || mouseX < -0.01f) + { + OrbitalAngle += mouseX * MoveSensitivity; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + } + + // Get Input from Mobile Device + if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) + { + Vector2 deltaPosition = Input.GetTouch(0).deltaPosition; + + // Handle elevation changes + if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f) + { + ElevationAngle -= deltaPosition.y * 0.1f; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + + // Handle left & right + if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f) + { + OrbitalAngle += deltaPosition.x * 0.1f; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + + } + + // Check for left mouse button to select a new CameraTarget or to reset Follow position + if (Input.GetMouseButton(0)) + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14)) + { + if (hit.transform == CameraTarget) + { + // Reset Follow Position + OrbitalAngle = 0; + } + else + { + CameraTarget = hit.transform; + OrbitalAngle = 0; + MovementSmoothing = previousSmoothing; + } + + } + } + + + if (Input.GetMouseButton(2)) + { + if (dummyTarget == null) + { + // We need a Dummy Target to anchor the Camera + dummyTarget = new GameObject("Camera Target").transform; + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + else if (dummyTarget != CameraTarget) + { + // Move DummyTarget to CameraTarget + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + + + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0); + + dummyTarget.Translate(-moveVector, Space.World); + + } + + } + + // Check Pinching to Zoom in - out on Mobile device + if (touchCount == 2) + { + Touch touch0 = Input.GetTouch(0); + Touch touch1 = Input.GetTouch(1); + + Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition; + Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition; + + float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude; + float touchDelta = (touch0.position - touch1.position).magnitude; + + float zoomDelta = prevTouchDelta - touchDelta; + + if (zoomDelta > 0.01f || zoomDelta < -0.01f) + { + FollowDistance += zoomDelta * 0.25f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + + // Check MouseWheel to Zoom in-out + if (mouseWheel < -0.01f || mouseWheel > 0.01f) + { + + FollowDistance -= mouseWheel * 5.0f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..75fa178 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2d687537154440a3913a9a3c7977978c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs new file mode 100644 index 0000000..5578b1e --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using TMPro; + +public class ChatController : MonoBehaviour { + + + public TMP_InputField TMP_ChatInput; + + public TMP_Text TMP_ChatOutput; + + public Scrollbar ChatScrollbar; + + void OnEnable() + { + TMP_ChatInput.onSubmit.AddListener(AddToChatOutput); + + } + + void OnDisable() + { + TMP_ChatInput.onSubmit.RemoveListener(AddToChatOutput); + + } + + + void AddToChatOutput(string newText) + { + // Clear Input Field + TMP_ChatInput.text = string.Empty; + + var timeNow = System.DateTime.Now; + + TMP_ChatOutput.text += "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText + "\n"; + + TMP_ChatInput.ActivateInputField(); + + // Set the scrollbar to the bottom when next text is submitted. + ChatScrollbar.value = 0; + + } + +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta new file mode 100644 index 0000000..fd1d420 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 53d91f98a2664f5cb9af11de72ac54ec +timeCreated: 1487197841 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs new file mode 100644 index 0000000..4117707 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections; +using TMPro; + +public class EnvMapAnimator : MonoBehaviour { + + //private Vector3 TranslationSpeeds; + public Vector3 RotationSpeeds; + private TMP_Text m_textMeshPro; + private Material m_material; + + + void Awake() + { + //Debug.Log("Awake() on Script called."); + m_textMeshPro = GetComponent(); + m_material = m_textMeshPro.fontSharedMaterial; + } + + // Use this for initialization + IEnumerator Start () + { + Matrix4x4 matrix = new Matrix4x4(); + + while (true) + { + //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + + m_material.SetMatrix("_EnvMatrix", matrix); + + yield return null; + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta new file mode 100644 index 0000000..f42808a --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4b6f99e8bc54541bbd149b014ff441c +timeCreated: 1449025325 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs new file mode 100644 index 0000000..f7e33fe --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ObjectSpin : MonoBehaviour + { + +#pragma warning disable 0414 + + public float SpinSpeed = 5; + public int RotationRange = 15; + private Transform m_transform; + + private float m_time; + private Vector3 m_prevPOS; + private Vector3 m_initial_Rotation; + private Vector3 m_initial_Position; + private Color32 m_lightColor; + private int frames = 0; + + public enum MotionType { Rotation, BackAndForth, Translation }; + public MotionType Motion; + + void Awake() + { + m_transform = transform; + m_initial_Rotation = m_transform.rotation.eulerAngles; + m_initial_Position = m_transform.position; + + Light light = GetComponent(); + m_lightColor = light != null ? light.color : Color.black; + } + + + // Update is called once per frame + void Update() + { + if (Motion == MotionType.Rotation) + { + m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); + } + else if (Motion == MotionType.BackAndForth) + { + m_time += SpinSpeed * Time.deltaTime; + m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); + } + else + { + m_time += SpinSpeed * Time.deltaTime; + + float x = 15 * Mathf.Cos(m_time * .95f); + float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); + float z = 0f; // *Mathf.Sin(m_time * .9f); + + m_transform.position = m_initial_Position + new Vector3(x, z, y); + + // Drawing light patterns because they can be cool looking. + //if (frames > 2) + // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); + + m_prevPOS = m_transform.position; + frames += 1; + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta new file mode 100644 index 0000000..43c45a1 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4f19c7f94c794c5097d8bd11e39c750d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs new file mode 100644 index 0000000..d8e56a4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ShaderPropAnimator : MonoBehaviour + { + + private Renderer m_Renderer; + private Material m_Material; + + public AnimationCurve GlowCurve; + + public float m_frame; + + void Awake() + { + // Cache a reference to object's renderer + m_Renderer = GetComponent(); + + // Cache a reference to object's material and create an instance by doing so. + m_Material = m_Renderer.material; + } + + void Start() + { + StartCoroutine(AnimateProperties()); + } + + IEnumerator AnimateProperties() + { + //float lightAngle; + float glowPower; + m_frame = Random.Range(0f, 1f); + + while (true) + { + //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; + //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); + + glowPower = GlowCurve.Evaluate(m_frame); + m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); + + m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); + yield return new WaitForEndOfFrame(); + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta new file mode 100644 index 0000000..29547c6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2787a46a4dc848c1b4b7b9307b614bfd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs new file mode 100644 index 0000000..7f40e22 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SimpleScript : MonoBehaviour + { + + private TextMeshPro m_textMeshPro; + //private TMP_FontAsset m_FontAsset; + + private const string label = "The <#0050FF>count is: {0:2}"; + private float m_frame; + + + void Start() + { + // Add new TextMesh Pro Component + m_textMeshPro = gameObject.AddComponent(); + + m_textMeshPro.autoSizeTextContainer = true; + + // Load the Font Asset to be used. + //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; + //m_textMeshPro.font = m_FontAsset; + + // Assign Material to TextMesh Pro Component + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; + //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); + + // Set various font settings. + m_textMeshPro.fontSize = 48; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + + //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. + //m_textMeshPro.enableAutoSizing = true; + + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.wordSpacing = 0.1f; + + //m_textMeshPro.enableCulling = true; + m_textMeshPro.enableWordWrapping = false; + + //textMeshPro.fontColor = new Color32(255, 255, 255, 255); + } + + + void Update() + { + m_textMeshPro.SetText(label, m_frame % 1000); + m_frame += 1 * Time.deltaTime; + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta new file mode 100644 index 0000000..7fbe336 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9eff140b25d64601aabc6ba32245d099 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs new file mode 100644 index 0000000..205b0fd --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SkewTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + //public float AngleMultiplier = 1.0f; + //public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + public float ShearAmount = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + float old_ShearValue = ShearAmount; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + old_ShearValue = ShearAmount; + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Apply the Shearing FX + float shear_value = ShearAmount * 0.01f; + Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0); + Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0); + + vertices[vertexIndex + 0] += -bottomShear; + vertices[vertexIndex + 1] += topShear; + vertices[vertexIndex + 2] += topShear; + vertices[vertexIndex + 3] += -bottomShear; + + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + vertices[vertexIndex + 2] += offsetToMidBaseline; + vertices[vertexIndex + 3] += offsetToMidBaseline; + } + + + // Upload the mesh with the revised information + m_TextComponent.UpdateVertexData(); + + yield return null; // new WaitForSeconds(0.025f); + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta new file mode 100644 index 0000000..4611105 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d412675cfb3441efa3bf8dcd9b7624dc +timeCreated: 1458801336 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs new file mode 100644 index 0000000..a6beb30 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System; + + +namespace TMPro +{ + /// + /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] + public class TMP_DigitValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + if (ch >= '0' && ch <= '9') + { + pos += 1; + return ch; + } + + return (char)0; + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta new file mode 100644 index 0000000..f013655 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1a7eb92a01ed499a987bde9def05fbce +timeCreated: 1473112765 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs new file mode 100644 index 0000000..9f022f3 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using TMPro; + + +namespace TMPro.Examples +{ + + public class TMP_ExampleScript_01 : MonoBehaviour + { + public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; + + public objectType ObjectType; + public bool isStatic; + + private TMP_Text m_text; + + //private TMP_InputField m_inputfield; + + + private const string k_label = "The count is <#0080ff>{0}"; + private int count; + + void Awake() + { + // Get a reference to the TMP text component if one already exists otherwise add one. + // This example show the convenience of having both TMP components derive from TMP_Text. + if (ObjectType == 0) + m_text = GetComponent() ?? gameObject.AddComponent(); + else + m_text = GetComponent() ?? gameObject.AddComponent(); + + // Load a new font asset and assign it to the text object. + m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); + + // Load a new material preset which was created with the context menu duplicate. + m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); + + // Set the size of the font. + m_text.fontSize = 120; + + // Set the text + m_text.text = "A <#0080ff>simple line of text."; + + // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. + Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); + + // Set the size of the RectTransform based on the new calculated values. + m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); + } + + + void Update() + { + if (!isStatic) + { + m_text.SetText(k_label, count % 1000); + count += 1; + } + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta new file mode 100644 index 0000000..af5c4d4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f2c5b59b6874405865e2616e4ec276a +timeCreated: 1449625634 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs new file mode 100644 index 0000000..bf4d46c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs @@ -0,0 +1,133 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_FrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshPro m_TextMeshPro; + private Transform m_frameCounter_transform; + private Camera m_camera; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + Application.targetFrameRate = -1; + + GameObject frameCounter = new GameObject("Frame Counter"); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.SetParent(m_camera.transform); + m_frameCounter_transform.localRotation = Quaternion.identity; + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 24; + //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); + //m_TextMeshPro.edgeWidth = .15f; + m_TextMeshPro.isOverlay = true; + + //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); + //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); + //m_TextMeshPro.FontMaterial.renderQueue = 4000; + + //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + + + } + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + //string format = System.String.Format(htmlColorTag + "{0:F2} FPS \n{1:F2} <#8080ff>MS",fps, ms); + //m_TextMeshPro.text = format; + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + //Debug.Log("Changing frame counter anchor position."); + m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f); + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta new file mode 100644 index 0000000..48fa119 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 686ec78b56aa445795335fbadafcfaa4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs new file mode 100644 index 0000000..0d363ce --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs @@ -0,0 +1,105 @@ +using UnityEngine; +using System.Collections; +using System; + +namespace TMPro +{ + /// + /// Example of a Custom Character Input Validator to only allow phone number in the (800) 555-1212 format. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Phone Numbers.asset", menuName = "TextMeshPro/Input Validators/Phone Numbers")] + public class TMP_PhoneNumberValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + Debug.Log("Trying to validate..."); + + // Return unless the character is a valid digit + if (ch < '0' && ch > '9') return (char)0; + + int length = text.Length; + + // Enforce Phone Number format for every character input. + for (int i = 0; i < length + 1; i++) + { + switch (i) + { + case 0: + if (i == length) + text = "(" + ch; + pos = 2; + break; + case 1: + if (i == length) + text += ch; + pos = 2; + break; + case 2: + if (i == length) + text += ch; + pos = 3; + break; + case 3: + if (i == length) + text += ch + ") "; + pos = 6; + break; + case 4: + if (i == length) + text += ") " + ch; + pos = 7; + break; + case 5: + if (i == length) + text += " " + ch; + pos = 7; + break; + case 6: + if (i == length) + text += ch; + pos = 7; + break; + case 7: + if (i == length) + text += ch; + pos = 8; + break; + case 8: + if (i == length) + text += ch + "-"; + pos = 10; + break; + case 9: + if (i == length) + text += "-" + ch; + pos = 11; + break; + case 10: + if (i == length) + text += ch; + pos = 11; + break; + case 11: + if (i == length) + text += ch; + pos = 12; + break; + case 12: + if (i == length) + text += ch; + pos = 13; + break; + case 13: + if (i == length) + text += ch; + pos = 14; + break; + } + } + + return ch; + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta new file mode 100644 index 0000000..66324f0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 83680ab1a69f4102ac67d1459fe76e1f +timeCreated: 1473056437 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs new file mode 100644 index 0000000..9d2196f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs @@ -0,0 +1,63 @@ +using UnityEngine; + + +namespace TMPro.Examples +{ + public class TMP_TextEventCheck : MonoBehaviour + { + + public TMP_TextEventHandler TextEventHandler; + + void OnEnable() + { + if (TextEventHandler != null) + { + TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); + TextEventHandler.onWordSelection.AddListener(OnWordSelection); + TextEventHandler.onLineSelection.AddListener(OnLineSelection); + TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); + } + } + + + void OnDisable() + { + if (TextEventHandler != null) + { + TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); + TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); + TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); + TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); + } + } + + + void OnCharacterSelection(char c, int index) + { + Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); + } + + void OnSpriteSelection(char c, int index) + { + Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); + } + + void OnWordSelection(string word, int firstCharacterIndex, int length) + { + Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLineSelection(string lineText, int firstCharacterIndex, int length) + { + Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLinkSelection(string linkID, string linkText, int linkIndex) + { + Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta new file mode 100644 index 0000000..9012a15 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d736ce056cf444ca96e424f4d9c42b76 +timeCreated: 1480416736 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs new file mode 100644 index 0000000..b780fc3 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs @@ -0,0 +1,246 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System; + + +namespace TMPro +{ + + public class TMP_TextEventHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + [Serializable] + public class CharacterSelectionEvent : UnityEvent { } + + [Serializable] + public class SpriteSelectionEvent : UnityEvent { } + + [Serializable] + public class WordSelectionEvent : UnityEvent { } + + [Serializable] + public class LineSelectionEvent : UnityEvent { } + + [Serializable] + public class LinkSelectionEvent : UnityEvent { } + + + /// + /// Event delegate triggered when pointer is over a character. + /// + public CharacterSelectionEvent onCharacterSelection + { + get { return m_OnCharacterSelection; } + set { m_OnCharacterSelection = value; } + } + [SerializeField] + private CharacterSelectionEvent m_OnCharacterSelection = new CharacterSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a sprite. + /// + public SpriteSelectionEvent onSpriteSelection + { + get { return m_OnSpriteSelection; } + set { m_OnSpriteSelection = value; } + } + [SerializeField] + private SpriteSelectionEvent m_OnSpriteSelection = new SpriteSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a word. + /// + public WordSelectionEvent onWordSelection + { + get { return m_OnWordSelection; } + set { m_OnWordSelection = value; } + } + [SerializeField] + private WordSelectionEvent m_OnWordSelection = new WordSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a line. + /// + public LineSelectionEvent onLineSelection + { + get { return m_OnLineSelection; } + set { m_OnLineSelection = value; } + } + [SerializeField] + private LineSelectionEvent m_OnLineSelection = new LineSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a link. + /// + public LinkSelectionEvent onLinkSelection + { + get { return m_OnLinkSelection; } + set { m_OnLinkSelection = value; } + } + [SerializeField] + private LinkSelectionEvent m_OnLinkSelection = new LinkSelectionEvent(); + + + + private TMP_Text m_TextComponent; + + private Camera m_Camera; + private Canvas m_Canvas; + + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + private int m_lastLineIndex = -1; + + void Awake() + { + // Get a reference to the text component. + m_TextComponent = gameObject.GetComponent(); + + // Get a reference to the camera rendering the text taking into consideration the text component type. + if (m_TextComponent.GetType() == typeof(TextMeshProUGUI)) + { + m_Canvas = gameObject.GetComponentInParent(); + if (m_Canvas != null) + { + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + } + } + else + { + m_Camera = Camera.main; + } + } + + + void LateUpdate() + { + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera)) + { + #region Example of Character or Sprite Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastCharIndex) + { + m_lastCharIndex = charIndex; + + TMP_TextElementType elementType = m_TextComponent.textInfo.characterInfo[charIndex].elementType; + + // Send event to any event listeners depending on whether it is a character or sprite. + if (elementType == TMP_TextElementType.Character) + SendOnCharacterSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + else if (elementType == TMP_TextElementType.Sprite) + SendOnSpriteSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextComponent, Input.mousePosition, m_Camera); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + // Get the information about the selected word. + TMP_WordInfo wInfo = m_TextComponent.textInfo.wordInfo[wordIndex]; + + // Send the event to any listeners. + SendOnWordSelection(wInfo.GetWord(), wInfo.firstCharacterIndex, wInfo.characterCount); + } + #endregion + + + #region Example of Line Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int lineIndex = TMP_TextUtilities.FindIntersectingLine(m_TextComponent, Input.mousePosition, m_Camera); + if (lineIndex != -1 && lineIndex != m_lastLineIndex) + { + m_lastLineIndex = lineIndex; + + // Get the information about the selected word. + TMP_LineInfo lineInfo = m_TextComponent.textInfo.lineInfo[lineIndex]; + + // Send the event to any listeners. + char[] buffer = new char[lineInfo.characterCount]; + for (int i = 0; i < lineInfo.characterCount && i < m_TextComponent.textInfo.characterInfo.Length; i++) + { + buffer[i] = m_TextComponent.textInfo.characterInfo[i + lineInfo.firstCharacterIndex].character; + } + + string lineText = new string(buffer); + SendOnLineSelection(lineText, lineInfo.firstCharacterIndex, lineInfo.characterCount); + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextComponent, Input.mousePosition, m_Camera); + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + // Get information about the link. + TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; + + // Send the event to any listeners. + SendOnLinkSelection(linkInfo.GetLinkID(), linkInfo.GetLinkText(), linkIndex); + } + #endregion + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + } + + + private void SendOnCharacterSelection(char character, int characterIndex) + { + if (onCharacterSelection != null) + onCharacterSelection.Invoke(character, characterIndex); + } + + private void SendOnSpriteSelection(char character, int characterIndex) + { + if (onSpriteSelection != null) + onSpriteSelection.Invoke(character, characterIndex); + } + + private void SendOnWordSelection(string word, int charIndex, int length) + { + if (onWordSelection != null) + onWordSelection.Invoke(word, charIndex, length); + } + + private void SendOnLineSelection(string line, int charIndex, int length) + { + if (onLineSelection != null) + onLineSelection.Invoke(line, charIndex, length); + } + + private void SendOnLinkSelection(string linkID, string linkText, int linkIndex) + { + if (onLinkSelection != null) + onLinkSelection.Invoke(linkID, linkText, linkIndex); + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta new file mode 100644 index 0000000..03c5199 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1312ae25639a4bae8e25ae223209cc50 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs new file mode 100644 index 0000000..6f55dae --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs @@ -0,0 +1,530 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_TextInfoDebugTool : MonoBehaviour + { + // Since this script is used for debugging, we exclude it from builds. + // TODO: Rework this script to make it into an editor utility. + #if UNITY_EDITOR + public bool ShowCharacters; + public bool ShowWords; + public bool ShowLinks; + public bool ShowLines; + public bool ShowMeshBounds; + public bool ShowTextBounds; + [Space(10)] + [TextArea(2, 2)] + public string ObjectStats; + + [SerializeField] + private TMP_Text m_TextComponent; + + [SerializeField] + private Transform m_Transform; + + + void OnDrawGizmos() + { + if (m_TextComponent == null) + { + m_TextComponent = gameObject.GetComponent(); + + if (m_TextComponent == null) + return; + + if (m_Transform == null) + m_Transform = gameObject.GetComponent(); + } + + // Update Text Statistics + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + ObjectStats = "Characters: " + textInfo.characterCount + " Words: " + textInfo.wordCount + " Spaces: " + textInfo.spaceCount + " Sprites: " + textInfo.spriteCount + " Links: " + textInfo.linkCount + + "\nLines: " + textInfo.lineCount + " Pages: " + textInfo.pageCount; + + + // Draw Quads around each of the Characters + #region Draw Characters + if (ShowCharacters) + DrawCharactersBounds(); + #endregion + + + // Draw Quads around each of the words + #region Draw Words + if (ShowWords) + DrawWordBounds(); + #endregion + + + // Draw Quads around each of the words + #region Draw Links + if (ShowLinks) + DrawLinkBounds(); + #endregion + + + // Draw Quads around each line + #region Draw Lines + if (ShowLines) + DrawLineBounds(); + #endregion + + + // Draw Quad around the bounds of the text + #region Draw Bounds + if (ShowMeshBounds) + DrawBounds(); + #endregion + + // Draw Quad around the rendered region of the text. + #region Draw Text Bounds + if (ShowTextBounds) + DrawTextBounds(); + #endregion + } + + + /// + /// Method to draw a rectangle around each character. + /// + /// + void DrawCharactersBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.characterCount; i++) + { + // Draw visible as well as invisible characters + TMP_CharacterInfo cInfo = textInfo.characterInfo[i]; + + bool isCharacterVisible = i >= m_TextComponent.maxVisibleCharacters || + cInfo.lineNumber >= m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + if (!isCharacterVisible) continue; + + // Get Bottom Left and Top Right position of the current character + Vector3 bottomLeft = m_Transform.TransformPoint(cInfo.bottomLeft); + Vector3 topLeft = m_Transform.TransformPoint(new Vector3(cInfo.topLeft.x, cInfo.topLeft.y, 0)); + Vector3 topRight = m_Transform.TransformPoint(cInfo.topRight); + Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(cInfo.bottomRight.x, cInfo.bottomRight.y, 0)); + + Color color = cInfo.isVisible ? Color.yellow : Color.grey; + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, color); + + // Baseline + Vector3 baselineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, cInfo.baseLine, 0)).y, 0); + Vector3 baselineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, cInfo.baseLine, 0)).y, 0); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(baselineStart, baselineEnd); + + + // Draw Ascender & Descender for each character. + Vector3 ascenderStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, cInfo.ascender, 0)).y, 0); + Vector3 ascenderEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, cInfo.ascender, 0)).y, 0); + Vector3 descenderStart = new Vector3(bottomLeft.x, m_Transform.TransformPoint(new Vector3(0, cInfo.descender, 0)).y, 0); + Vector3 descenderEnd = new Vector3(bottomRight.x, m_Transform.TransformPoint(new Vector3(0, cInfo.descender, 0)).y, 0); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(ascenderStart, ascenderEnd); + Gizmos.DrawLine(descenderStart, descenderEnd); + + // Draw Cap Height + float capHeight = cInfo.baseLine + cInfo.fontAsset.faceInfo.capLine * cInfo.scale; + Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capHeight, 0)).y, 0); + Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capHeight, 0)).y, 0); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(capHeightStart, capHeightEnd); + + // Draw Centerline + float meanline = cInfo.baseLine + cInfo.fontAsset.faceInfo.meanLine * cInfo.scale; + Vector3 centerlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + Vector3 centerlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(centerlineStart, centerlineEnd); + + // Draw Origin for each character. + float gizmoSize = (ascenderEnd.y - descenderEnd.y) * 0.02f; + Vector3 origin = m_Transform.TransformPoint(cInfo.origin, cInfo.baseLine, 0); + Vector3 originBL = new Vector3(origin.x - gizmoSize, origin.y - gizmoSize, 0); + Vector3 originTL = new Vector3(originBL.x, origin.y + gizmoSize, 0); + Vector3 originTR = new Vector3(origin.x + gizmoSize, originTL.y, 0); + Vector3 originBR = new Vector3(originTR.x, originBL.y, 0); + + Gizmos.color = new Color(1, 0.5f, 0); + Gizmos.DrawLine(originBL, originTL); + Gizmos.DrawLine(originTL, originTR); + Gizmos.DrawLine(originTR, originBR); + Gizmos.DrawLine(originBR, originBL); + + // Draw xAdvance for each character. + gizmoSize = (ascenderEnd.y - descenderEnd.y) * 0.04f; + float xAdvance = m_Transform.TransformPoint(cInfo.xAdvance, 0, 0).x; + Vector3 topAdvance = new Vector3(xAdvance, baselineStart.y + gizmoSize, 0); + Vector3 bottomAdvance = new Vector3(xAdvance, baselineStart.y - gizmoSize, 0); + Vector3 leftAdvance = new Vector3(xAdvance - gizmoSize, baselineStart.y, 0); + Vector3 rightAdvance = new Vector3(xAdvance + gizmoSize, baselineStart.y, 0); + + Gizmos.color = Color.green; + Gizmos.DrawLine(topAdvance, bottomAdvance); + Gizmos.DrawLine(leftAdvance, rightAdvance); + } + } + + + /// + /// Method to draw rectangles around each word of the text. + /// + /// + void DrawWordBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.wordCount; i++) + { + TMP_WordInfo wInfo = textInfo.wordInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color wordColor = Color.green; + + // Iterate through each character of the word + for (int j = 0; j < wInfo.characterCount; j++) + { + int characterIndex = wInfo.firstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Word is one character + if (wInfo.characterCount == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Word + if (isBeginRegion && j == wInfo.characterCount - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Word is split on more than one line. + else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + + + } + + + /// + /// Draw rectangle around each of the links contained in the text. + /// + /// + void DrawLinkBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.linkCount; i++) + { + TMP_LinkInfo linkInfo = textInfo.linkInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color32 linkColor = Color.cyan; + + // Iterate through each character of the link text + for (int j = 0; j < linkInfo.linkTextLength; j++) + { + int characterIndex = linkInfo.linkTextfirstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Link is one character + if (linkInfo.linkTextLength == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Link + if (isBeginRegion && j == linkInfo.linkTextLength - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Link is split on more than one line. + else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + } + + + /// + /// Draw Rectangles around each lines of the text. + /// + /// + void DrawLineBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.lineCount; i++) + { + TMP_LineInfo lineInfo = textInfo.lineInfo[i]; + + bool isLineVisible = (lineInfo.characterCount == 1 && textInfo.characterInfo[lineInfo.firstCharacterIndex].character == 10) || + i > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && textInfo.characterInfo[lineInfo.firstCharacterIndex].pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + if (!isLineVisible) continue; + + //if (!ShowLinesOnlyVisibleCharacters) + //{ + // Get Bottom Left and Top Right position of each line + float ascender = lineInfo.ascender; + float descender = lineInfo.descender; + float baseline = lineInfo.baseline; + float maxAdvance = lineInfo.maxAdvance; + Vector3 bottomLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, descender, 0)); + Vector3 topLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, ascender, 0)); + Vector3 topRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, ascender, 0)); + Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, descender, 0)); + + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green); + + Vector3 bottomOrigin = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, descender, 0)); + Vector3 topOrigin = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, ascender, 0)); + Vector3 bottomAdvance = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, descender, 0)); + Vector3 topAdvance = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, ascender, 0)); + + DrawDottedRectangle(bottomOrigin, topOrigin, topAdvance, bottomAdvance, Color.green); + + Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, baseline, 0)); + Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, baseline, 0)); + + Gizmos.color = Color.cyan; + Gizmos.DrawLine(baselineStart, baselineEnd); + + // Draw LineExtents + Gizmos.color = Color.grey; + Gizmos.DrawLine(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max)); + + //} + //else + //{ + //// Get Bottom Left and Top Right position of each line + //float ascender = lineInfo.ascender; + //float descender = lineInfo.descender; + //Vector3 bottomLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, descender, 0)); + //Vector3 topLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, ascender, 0)); + //Vector3 topRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, ascender, 0)); + //Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, descender, 0)); + + //DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green); + + //Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].baseLine, 0)); + //Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].baseLine, 0)); + + //Gizmos.color = Color.cyan; + //Gizmos.DrawLine(baselineStart, baselineEnd); + //} + } + } + + /// + /// Draw Rectangle around the bounds of the text object. + /// + void DrawBounds() + { + Bounds meshBounds = m_TextComponent.bounds; + + // Get Bottom Left and Top Right position of each word + Vector3 bottomLeft = m_TextComponent.transform.position + (meshBounds.center - meshBounds.extents); + Vector3 topRight = m_TextComponent.transform.position + (meshBounds.center + meshBounds.extents); + + DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0)); + } + + + void DrawTextBounds() + { + Bounds textBounds = m_TextComponent.textBounds; + + Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents); + Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents); + + DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 BL, Vector3 TR, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(bl, tl); + Gizmos.DrawLine(tl, tr); + Gizmos.DrawLine(tr, br); + Gizmos.DrawLine(br, bl); + } + + + // Draw Rectangles + void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + var cam = Camera.current; + float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f; + UnityEditor.Handles.color = color; + + UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing); + UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing); + } + +#endif + } +} + diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta new file mode 100644 index 0000000..12400bf --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 21256c5b62f346f18640dad779911e20 +timeCreated: 1430348781 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs new file mode 100644 index 0000000..33d56e4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + private TextMeshPro m_TextMeshPro; + + private Camera m_Camera; + + private bool m_isHoveringObject; + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + m_Camera = Camera.main; + + // Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode. + m_TextMeshPro.ForceMeshUpdate(); + } + + + void LateUpdate() + { + m_isHoveringObject = false; + + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main)) + { + m_isHoveringObject = true; + } + + if (m_isHoveringObject) + { + #region Example of Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true); + if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + //Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected."); + + m_lastCharIndex = charIndex; + + int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + //m_TextMeshPro.mesh.colors32 = vertexColors; + m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors; + } + #endregion + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + //m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // The following provides an example of how to access the link properties. + //Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, Camera.main); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft); + wordPOS = Camera.main.WorldToScreenPoint(wordPOS); + + //Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + " Word Position: " + wordPOS.ToString("f3")); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + m_TextMeshPro.mesh.colors32 = vertexColors; + } + #endregion + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + Debug.Log("OnPointerEnter()"); + m_isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + Debug.Log("OnPointerExit()"); + m_isHoveringObject = false; + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta new file mode 100644 index 0000000..da25ec4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 103e0a6a1d404693b9fb1a5173e0e979 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs new file mode 100644 index 0000000..80075b0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs @@ -0,0 +1,548 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System.Collections; +using System.Collections.Generic; + + +#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available. + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler + { + public RectTransform TextPopup_Prefab_01; + + private RectTransform m_TextPopup_RectTransform; + private TextMeshProUGUI m_TextPopup_TMPComponent; + private const string k_LinkText = "You have selected link <#ffff00>"; + private const string k_WordText = "Word Index: <#ffff00>"; + + + private TextMeshProUGUI m_TextMeshPro; + private Canvas m_Canvas; + private Camera m_Camera; + + // Flags + private bool isHoveringObject; + private int m_selectedWord = -1; + private int m_selectedLink = -1; + private int m_lastIndex = -1; + + private Matrix4x4 m_matrix; + + private TMP_MeshInfo[] m_cachedMeshInfoVertexData; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + + + m_Canvas = gameObject.GetComponentInParent(); + + // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay. + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + + // Create pop-up text object which is used to show the link information. + m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform; + m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false); + m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren(); + m_TextPopup_RectTransform.gameObject.SetActive(false); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextMeshPro) + { + // Update cached vertex data. + m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData(); + } + } + + + void LateUpdate() + { + if (isHoveringObject) + { + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Handle Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + + // Undo Swap and Vertex Attribute changes. + if (charIndex == -1 || charIndex != m_lastIndex) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + + if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_lastIndex = charIndex; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + // Get a reference to the vertices array. + Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of the character. + Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of the character to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + // Translate the character to the middle baseline. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset; + + float zoomFactor = 1.5f; + + // Setup the Matrix for the scale change. + m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor); + + // Apply Matrix operation on the given character. + vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + // Translate the character back to its original position. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset; + + // Change Vertex Colors of the highlighted character + Color32 c = new Color32(255, 255, 192, 255); + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + + // Get a reference to the meshInfo of the selected character. + TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex]; + + // Get the index of the last character's vertex attributes. + int lastVertexIndex = vertices.Length - 4; + + // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays. + // We do this to make sure this character is rendered last and over other characters. + meshInfo.SwapVertexData(vertexIndex, lastVertexIndex); + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + // Get the index of the first vertex of this character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + m_selectedWord = -1; + } + + + // Word Selection Handling + if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + } + else + { + // Restore any character that may have been modified + if (m_lastIndex != -1) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + } + + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + isHoveringObject = false; + } + + + public void OnPointerClick(PointerEventData eventData) + { + //Debug.Log("Click at POS: " + eventData.position + " World POS: " + eventData.worldPosition); + + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Character Selection Handling + /* + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastIndex) + { + //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position); + m_lastIndex = charIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + /* + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + + m_selectedWord = -1; + } + + // Handle word selection + if (wordIndex != -1 && wordIndex != m_selectedWord) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Link Selection Handling + /* + // Check if Mouse intersects any words and if so assign a random color to that word. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + if (linkIndex != -1) + { + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + int linkHashCode = linkInfo.hashCode; + + //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02")); + + switch (linkHashCode) + { + case 291445: // id_01 + if (m_LinkObject01 == null) + m_LinkObject01 = Instantiate(Link_01_Prefab); + else + { + m_LinkObject01.gameObject.SetActive(true); + } + + break; + case 291446: // id_02 + break; + + } + + // Example of how to modify vertex attributes like colors + #region Vertex Attribute Modification Example + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < linkInfo.characterCount; i++) + { + TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i]; + + if (!cInfo.isVisible) continue; // Skip invisible characters. + + int vertexIndex = cInfo.vertexIndex; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + #endregion + } + */ + #endregion + } + + + public void OnPointerUp(PointerEventData eventData) + { + //Debug.Log("OnPointerUp()"); + } + + + void RestoreCachedVertexAttributes(int index) + { + if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex; + + // Restore Vertices + // Get a reference to the cached / original vertices. + Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices; + + // Get a reference to the vertices that we need to replace. + Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Restore / Copy vertices from source to destination + dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0]; + dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1]; + dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2]; + dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3]; + + // Restore Vertex Colors + // Get a reference to the vertex colors we need to replace. + Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + // Get a reference to the cached / original vertex colors. + Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + + // Copy the vertex colors from source to destination. + dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0]; + dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1]; + dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2]; + dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3]; + + // Restore UV0S + // UVS0 + Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0]; + dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1]; + dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2]; + dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3]; + + // UVS2 + Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0]; + dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1]; + dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2]; + dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3]; + + + // Restore last vertex attribute as we swapped it as well + int lastIndex = (src_vertices.Length / 4 - 1) * 4; + + // Vertices + dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0]; + dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1]; + dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2]; + dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3]; + + // Vertex Colors + src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + dst_colors[lastIndex + 0] = src_colors[lastIndex + 0]; + dst_colors[lastIndex + 1] = src_colors[lastIndex + 1]; + dst_colors[lastIndex + 2] = src_colors[lastIndex + 2]; + dst_colors[lastIndex + 3] = src_colors[lastIndex + 3]; + + // UVS0 + src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0]; + dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1]; + dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2]; + dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3]; + + // UVS2 + src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0]; + dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1]; + dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2]; + dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3]; + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta new file mode 100644 index 0000000..0fc3741 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a05dcd8be7ec4ccbb35c26219884aa37 +timeCreated: 1435531209 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, + type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs new file mode 100644 index 0000000..586e8be --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_UiFrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshProUGUI m_TextMeshPro; + private RectTransform m_frameCounter_transform; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + Application.targetFrameRate = 1000; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.AddComponent(); + + m_frameCounter_transform.SetParent(this.transform, false); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 36; + + m_TextMeshPro.isOverlay = true; + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + } + + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_frameCounter_transform.pivot = new Vector2(0, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 1); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_frameCounter_transform.pivot = new Vector2(0, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 0); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_frameCounter_transform.pivot = new Vector2(1, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 1); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_frameCounter_transform.pivot = new Vector2(1, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 0); + break; + } + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta new file mode 100644 index 0000000..baad0f6 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24b0dc2d1d494adbbec1f4db26b4cf83 +timeCreated: 1448607572 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs new file mode 100644 index 0000000..2367dcf --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMPro_InstructionOverlay : MonoBehaviour + { + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.BottomLeft; + + private const string instructions = "Camera Control - <#ffff00>Shift + RMB\nZoom - <#ffff00>Mouse wheel."; + + private TextMeshPro m_TextMeshPro; + private TextContainer m_textContainer; + private Transform m_frameCounter_transform; + private Camera m_camera; + + //private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.parent = m_camera.transform; + m_frameCounter_transform.localRotation = Quaternion.identity; + + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.fontSize = 30; + + m_TextMeshPro.isOverlay = true; + m_textContainer = frameCounter.GetComponent(); + + Set_FrameCounter_Position(AnchorPosition); + //last_AnchorPosition = AnchorPosition; + + m_TextMeshPro.text = instructions; + + } + + + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + //m_TextMeshPro.anchor = AnchorPositions.TopLeft; + m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + //m_TextMeshPro.anchor = AnchorPositions.BottomLeft; + m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + //m_TextMeshPro.anchor = AnchorPositions.TopRight; + m_textContainer.anchorPosition = TextContainerAnchors.TopRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + //m_TextMeshPro.anchor = AnchorPositions.BottomRight; + m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta new file mode 100644 index 0000000..d0e5e2c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c3c1afeda5e545e0b19add5373896d2e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs new file mode 100644 index 0000000..0d94197 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TeleType : MonoBehaviour + { + + + //[Range(0, 100)] + //public int RevealSpeed = 50; + + private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + + + private TMP_Text m_textMeshPro; + + + void Awake() + { + // Get Reference to TextMeshPro Component + m_textMeshPro = GetComponent(); + m_textMeshPro.text = label01; + m_textMeshPro.enableWordWrapping = true; + m_textMeshPro.alignment = TextAlignmentOptions.Top; + + + + //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) + //{ + // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); + // gameObject.transform.SetParent(canvas.transform); + // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; + + // // Set RectTransform Size + // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); + // m_textMeshPro.fontSize = 48; + //} + + + } + + + IEnumerator Start() + { + + // Force and update of the mesh to get valid information. + m_textMeshPro.ForceMeshUpdate(); + + + int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int visibleCount = 0; + + while (true) + { + visibleCount = counter % (totalVisibleCharacters + 1); + + m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label02; + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label01; + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.05f); + } + + //Debug.Log("Done revealing the text."); + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta new file mode 100644 index 0000000..562609b --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e32c266ee6204b21a427753cb0694c81 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs new file mode 100644 index 0000000..883990e --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + public class TextConsoleSimulator : MonoBehaviour + { + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(RevealCharacters(m_TextComponent)); + //StartCoroutine(RevealWords(m_TextComponent)); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + // Event received when the text object has changed. + void ON_TEXT_CHANGED(Object obj) + { + hasTextChanged = true; + } + + + /// + /// Method revealing the text one character at a time. + /// + /// + IEnumerator RevealCharacters(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = textComponent.textInfo; + + int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object + int visibleCount = 0; + + while (true) + { + if (hasTextChanged) + { + totalVisibleCharacters = textInfo.characterCount; // Update visible character count. + hasTextChanged = false; + } + + if (visibleCount > totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + visibleCount = 0; + } + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + visibleCount += 1; + + yield return null; + } + } + + + /// + /// Method revealing the text one word at a time. + /// + /// + IEnumerator RevealWords(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + int totalWordCount = textComponent.textInfo.wordCount; + int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int currentWord = 0; + int visibleCount = 0; + + while (true) + { + currentWord = counter % (totalWordCount + 1); + + // Get last character index for the current word. + if (currentWord == 0) // Display no words. + visibleCount = 0; + else if (currentWord < totalWordCount) // Display all other words with the exception of the last one. + visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1; + else if (currentWord == totalWordCount) // Display last word and all remaining characters. + visibleCount = totalVisibleCharacters; + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta new file mode 100644 index 0000000..3d83e76 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 43bcd35a1c0c40ccb6d472893fe2093f +timeCreated: 1435298333 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs new file mode 100644 index 0000000..c00e84f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs @@ -0,0 +1,214 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshProFloatingText : MonoBehaviour + { + public Font TheFont; + + private GameObject m_floatingText; + private TextMeshPro m_textMeshPro; + private TextMesh m_textMesh; + + private Transform m_transform; + private Transform m_floatingText_Transform; + private Transform m_cameraTransform; + + Vector3 lastPOS = Vector3.zero; + Quaternion lastRotation = Quaternion.identity; + + public int SpawnType; + + //private int m_frame = 0; + + void Awake() + { + m_transform = transform; + m_floatingText = new GameObject(this.name + " floating text"); + + // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform. + //m_floatingText_Transform = m_floatingText.transform; + //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_cameraTransform = Camera.main.transform; + } + + void Start() + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + m_textMeshPro = m_floatingText.AddComponent(); + m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource. + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMeshPro.fontSize = 24; + //m_textMeshPro.enableExtraPadding = true; + //m_textMeshPro.enableShadows = false; + m_textMeshPro.enableKerning = false; + m_textMeshPro.text = string.Empty; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + else if (SpawnType == 1) + { + //Debug.Log("Spawning TextMesh Objects."); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_textMesh = m_floatingText.AddComponent(); + m_textMesh.font = Resources.Load("Fonts/ARIAL"); + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMesh.anchor = TextAnchor.LowerCenter; + m_textMesh.fontSize = 24; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + else if (SpawnType == 2) + { + + } + + } + + + //void Update() + //{ + // if (SpawnType == 0) + // { + // m_textMeshPro.SetText("{0}", m_frame); + // } + // else + // { + // m_textMesh.text = m_frame.ToString(); + // } + // m_frame = (m_frame + 1) % 1000; + + //} + + + public IEnumerator DisplayTextMeshProFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMeshPro.color; + float alpha = 255; + int int_counter = 0; + + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMeshPro.text = int_counter.ToString(); + //m_textMeshPro.SetText("{0}", (int)current_Count); + + m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + yield return new WaitForEndOfFrame(); + } + + //Debug.Log("Done Counting down."); + + yield return new WaitForSeconds(Random.Range(0.1f, 1.0f)); + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + + + public IEnumerator DisplayTextMeshFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMesh.color; + float alpha = 255; + int int_counter = 0; + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMesh.text = int_counter.ToString(); + //Debug.Log("Current Count:" + current_Count.ToString("f2")); + + m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + + + yield return new WaitForEndOfFrame(); + } + + //Debug.Log("Done Counting down."); + + yield return new WaitForSeconds(Random.Range(0.1f, 1.0f)); + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta new file mode 100644 index 0000000..da60e2f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a4d4c76e63944cba8c7d00f56334b98c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs new file mode 100644 index 0000000..0aa450d --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshSpawner : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public Font TheFont; + + private TextMeshProFloatingText floatingText_Script; + + void Awake() + { + + } + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + //go.transform.localScale = new Vector3(2, 2, 2); + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + //go.renderer.castShadows = false; + //go.renderer.receiveShadows = false; + //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); + + TextMeshPro textMeshPro = go.AddComponent(); + //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Bottom; + textMeshPro.fontSize = 96; + + textMeshPro.text = "!"; + textMeshPro.color = new Color32(255, 255, 0, 255); + //textMeshPro.Text = "!"; + + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + else + { + // TextMesh Implementation + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = TheFont.material; + textMesh.font = TheFont; + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + } + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta new file mode 100644 index 0000000..dd5a8cb --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76c11bbcfddf44e0ba17d6c2751c8d84 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs new file mode 100644 index 0000000..ac66647 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexColorCycler : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + void Awake() + { + m_TextComponent = GetComponent(); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + // Force the text object to update right away so we can have geometry to modify right from the start. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int currentCharacter = 0; + + Color32[] newVertexColors; + Color32 c0 = m_TextComponent.color; + + while (true) + { + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex; + + // Get the vertex colors of the mesh used by this text element (character or sprite). + newVertexColors = textInfo.meshInfo[materialIndex].colors32; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex; + + // Only change the vertex color if the text element is visible. + if (textInfo.characterInfo[currentCharacter].isVisible) + { + c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + newVertexColors[vertexIndex + 0] = c0; + newVertexColors[vertexIndex + 1] = c0; + newVertexColors[vertexIndex + 2] = c0; + newVertexColors[vertexIndex + 3] = c0; + + // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer. + m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); + + // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used. + // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary. + } + + currentCharacter = (currentCharacter + 1) % characterCount; + + yield return new WaitForSeconds(0.05f); + } + } + + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta new file mode 100644 index 0000000..7ba50b8 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 91b8ba3d52e041fab2d0e0f169855539 +timeCreated: 1457047157 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs new file mode 100644 index 0000000..7ed8230 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs @@ -0,0 +1,175 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexJitter : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + /// + /// Structure to hold pre-computed animation data. + /// + private struct VertexAnim + { + public float angleRange; + public float angle; + public float speed; + } + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + + int loopCount = 0; + hasTextChanged = true; + + // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters. + VertexAnim[] vertexAnim = new VertexAnim[1024]; + for (int i = 0; i < 1024; i++) + { + vertexAnim[i].angleRange = Random.Range(10f, 25f); + vertexAnim[i].speed = Random.Range(1f, 3f); + } + + // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters. + TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + while (true) + { + // Get new copy of vertex data if the text has changed. + if (hasTextChanged) + { + // Update the copy of the vertex data for the text object. + cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Retrieve the pre-computed animation data for the given character. + VertexAnim vertAnim = vertexAnim[i]; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f)); + Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + vertexAnim[i] = vertAnim; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + loopCount += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta new file mode 100644 index 0000000..2ba768c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2ed57967c52645d390a89dcf8f61ba73 +timeCreated: 1461286718 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs new file mode 100644 index 0000000..a4022a5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs @@ -0,0 +1,161 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeA : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float ScaleMultiplier = 1.0f; + public float RotationMultiplier = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier); + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta new file mode 100644 index 0000000..25aceb5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f7cfa58e417a46ea8889989684c2522e +timeCreated: 1462089320 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs new file mode 100644 index 0000000..fd3b1c4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs @@ -0,0 +1,185 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeB : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f)); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.95f, 1.05f); + + // Setup the matrix for the scale change. + matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale); + + // Apply the scale change relative to the center of each character. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] += charCenter; + + // Need to translate all 4 vertices of each quad to aligned with the center of the line. + // This is needed so the matrix TRS is applied from the center of the line. + copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine; + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta new file mode 100644 index 0000000..f1fcf32 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e4e0d9ccee5f4950be8979268c9014e0 +timeCreated: 1462093319 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs new file mode 100644 index 0000000..c4973fb --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs @@ -0,0 +1,192 @@ +using UnityEngine; +using System.Linq; +using System.Collections; +using System.Collections.Generic; + + +namespace TMPro.Examples +{ + + public class VertexZoom : MonoBehaviour + { + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + // Allocations for sorting of the modified scales + List modifiedCharScale = new List(); + List scaleSortingOrder = new List(); + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + // Get updated vertex data + cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Clear list of character scales + modifiedCharScale.Clear(); + scaleSortingOrder.Clear(); + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + // Determine the random scale change for each character. + float randomScale = Random.Range(1f, 1.5f); + + // Add modified scale and index + modifiedCharScale.Add(randomScale); + scaleSortingOrder.Add(modifiedCharScale.Count - 1); + + // Setup the matrix for the scale change. + //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale); + matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + // Restore Source UVS which have been modified by the sorting + Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0; + + destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0]; + destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1]; + destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2]; + destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3]; + + // Restore Source Vertex Colors + Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32; + Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32; + + destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0]; + destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1]; + destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2]; + destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3]; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + //// Sort Quads based modified scale + scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b])); + + textInfo.meshInfo[i].SortGeometry(scaleSortingOrder); + + // Updated modified vertex attributes + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0; + textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32; + + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta new file mode 100644 index 0000000..d9e3f96 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52ec835d14bd486f900952b77698b7eb +timeCreated: 1466280202 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs new file mode 100644 index 0000000..18dba4c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class WarpTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + 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Pro/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ab70aee4d56447429c680537fbf93ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt new file mode 100644 index 0000000..0ad6de5 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk), +with Reserved Font Name Anton. +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt.meta new file mode 100644 index 0000000..7963e08 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 73a79399807f4e8388c2cbb5494681ca +timeCreated: 1484172033 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf new file mode 100644 index 0000000..4ef73dc Binary files /dev/null and b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf differ diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf.meta new file mode 100644 index 0000000..1375b4a --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Anton.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 997a43b767814dd0a7642ec9b78cba41 +timeCreated: 1484172033 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt new file mode 100644 index 0000000..13e7fbe --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk), +with Reserved Font Name Bangers. +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt.meta new file mode 100644 index 0000000..c1a298c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: efe0bf4ac872451e91612d1ae593f480 +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf new file mode 100644 index 0000000..477dfc3 Binary files /dev/null and b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf differ diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf.meta new file mode 100644 index 0000000..cd243dc --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Bangers.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 5dd49b3eacc540408c98eee0de38e0f1 +timeCreated: 1484171297 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt new file mode 100644 index 0000000..f2473f9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt @@ -0,0 +1,46 @@ +Digitized data copyright (c) 2010 Google Corporation + with Reserved Font Arimo, Tinos and Cousine. +Copyright (c) 2012 Red Hat, Inc. + with Reserved Font Name Liberation. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 0000000..fa60cea --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf new file mode 100644 index 0000000..626dd93 Binary files /dev/null and b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf differ diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf.meta new file mode 100644 index 0000000..f2fc814 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/LiberationSans.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: e3265ab4bf004d28a9537516768c1c75 +timeCreated: 1484171297 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Oswald-Bold - OFL.txt b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Oswald-Bold - OFL.txt new file mode 100644 index 0000000..22bdace --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Fonts/Oswald-Bold - OFL.txt @@ -0,0 +1,92 @@ +Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald' +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. 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+DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader new file mode 100644 index 0000000..c130a16 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader @@ -0,0 +1,142 @@ +Shader "TextMeshPro/Bitmap Custom Atlas" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 0000000..ffea03c --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 0000000..1517a12 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,144 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull Off + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 0000000..8d516c0 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader new file mode 100644 index 0000000..f4e324a --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader @@ -0,0 +1,142 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + _FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 0000000..2d5438f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 0000000..b5406b4 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,316 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 0000000..6c8679f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 0000000..9147630 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,246 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 0000000..dbfc71a --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +timeCreated: 1463704911 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 0000000..028d298 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,239 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 0000000..29cbfcc --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 0000000..2e68107 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,239 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 0000000..3db6338 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 0000000..8eaba65 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,137 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 0000000..d559598 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 0000000..7657aed --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,156 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + _SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 0000000..bc7933f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader new file mode 100644 index 0000000..5ebf4a7 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader @@ -0,0 +1,316 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta new file mode 100644 index 0000000..e343136 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader new file mode 100644 index 0000000..f90467d --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader @@ -0,0 +1,113 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + }; + + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = IN.texcoord; + + #ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + #endif + + OUT.color = IN.color * _Color; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 0000000..f3e9cc9 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc new file mode 100644 index 0000000..5898130 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta new file mode 100644 index 0000000..f633f58 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc new file mode 100644 index 0000000..2e96258 --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 0000000..24f0f8f --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc new file mode 100644 index 0000000..9a58aef --- /dev/null +++ b/GGJ/Assets/Thirdparty/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc @@ -0,0 +1,115 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + //float opacity = v.color.a; + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE | BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; +#endif + +#if USE_DERIVATIVE + // Screen space scaling reciprocal with anisotropic correction + float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); + float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); + float2 tdx = ddx(input.uv_MainTex)*res; + float2 tdy = ddy(input.uv_MainTex)*res; + float lx = length(tdx); + float ly = length(tdy); + float s = sqrt(min(lx, ly) / max(lx, ly)); + s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); + float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + + +#if BEVEL_ON + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + + + +#if GLOW_ON + float4 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Theme: "THEME". Game: GAME_NAME - GAME_DESR +# [Global Game Jam 2020](https://globalgamejam.org/) +Theme: THEME +GAME_NAME +GAME_DESR + +![Cover](Screenshots/Cover.jpg) + +# Downloads and Links +Available in [Platform](LINK). If you encounter any problem, please leave a issue! + +# Controls + * + +# Global Game Jam? +The Global Game Jam is the world's largest game jam event taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity. [More here...](https://globalgamejam.org/about) + +# Tools: + * Unity 2019.2.5f1 + * Visual Studio 2019 + * Procreate + * FlipaClip + +# Credits + * [Team-on](https://github.com/Team-on) - programmer + * [Long-as-Python](https://github.com/Long-as-Python) - programmer + * [mary.ggrusha](https://www.instagram.com/ggrusha_art/) - artist + +# Screenshots +![Screenshot1](Screenshots/1.jpg) +![Screenshot2](Screenshots/2.jpg) +![Screenshot3](Screenshots/3.jpg) +![Screenshot4](Screenshots/5.jpg) \ No newline at end of file diff --git a/Screenshots/.gitkeep b/Screenshots/.gitkeep new file mode 100644 index 0000000..e69de29