| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2018/07/13using System;using DG.Tweening.Core;using DG.Tweening.Plugins;using UnityEngine;#pragma warning disable 1591namespace DG.Tweening{	public static class DOTweenProShortcuts    {        static DOTweenProShortcuts()        {            // Create stub instances of custom plugins, in order to allow IL2CPP to understand they must be included in the build#pragma warning disable 219            SpiralPlugin stub = new SpiralPlugin();#pragma warning restore 219        }        #region Shortcuts        #region Transform        /// <summary>Tweens a Transform's localPosition in a spiral shape.        /// Also stores the transform as the tween's target so it can be used for filtered operations</summary>        /// <param name="duration">The duration of the tween</param>        /// <param name="axis">The axis around which the spiral will rotate</param>        /// <param name="mode">The type of spiral movement</param>        /// <param name="speed">Speed of the rotations</param>        /// <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>        /// <param name="depth">Indicates how much the tween should move along the spiral's axis</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DOSpiral(            this Transform target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,            float speed = 1, float frequency = 10, float depth = 0, bool snapping = false        ) {            if (Mathf.Approximately(speed, 0)) speed = 1;            if (axis == null || axis == Vector3.zero) axis = Vector3.forward;            TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.localPosition, x => target.localPosition = x, (Vector3)axis, duration)                .SetTarget(target);            t.plugOptions.mode = mode;            t.plugOptions.speed = speed;            t.plugOptions.frequency = frequency;            t.plugOptions.depth = depth;            t.plugOptions.snapping = snapping;            return t;        }        #endregion#if true // PHYSICS_MARKER        #region Rigidbody        /// <summary>Tweens a Rigidbody's position in a spiral shape.        /// Also stores the transform as the tween's target so it can be used for filtered operations</summary>        /// <param name="duration">The duration of the tween</param>        /// <param name="axis">The axis around which the spiral will rotate</param>        /// <param name="mode">The type of spiral movement</param>        /// <param name="speed">Speed of the rotations</param>        /// <param name="frequency">Frequency of the rotation. Lower values lead to wider spirals</param>        /// <param name="depth">Indicates how much the tween should move along the spiral's axis</param>        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>        public static Tweener DOSpiral(            this Rigidbody target, float duration, Vector3? axis = null, SpiralMode mode = SpiralMode.Expand,            float speed = 1, float frequency = 10, float depth = 0, bool snapping = false        ) {            if (Mathf.Approximately(speed, 0)) speed = 1;            if (axis == null || axis == Vector3.zero) axis = Vector3.forward;            TweenerCore<Vector3, Vector3, SpiralOptions> t = DOTween.To(SpiralPlugin.Get(), () => target.position, target.MovePosition, (Vector3)axis, duration)                .SetTarget(target);            t.plugOptions.mode = mode;            t.plugOptions.speed = speed;            t.plugOptions.frequency = frequency;            t.plugOptions.depth = depth;            t.plugOptions.snapping = snapping;            return t;        }        #endregion#endif        #endregion	}}
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