349 lines
15 KiB
C#
349 lines
15 KiB
C#
// ReSharper disable CompareOfFloatsByEqualityOperator
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#if PRIME_TWEEN_INSPECTOR_DEBUGGING && UNITY_EDITOR
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#define ENABLE_SERIALIZATION
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#endif
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using System;
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using JetBrains.Annotations;
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using UnityEngine;
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namespace PrimeTween {
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/// <summary>The main API of the PrimeTween library.<br/><br/>
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/// Use static Tween methods to start animations (tweens).<br/>
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/// Use the returned Tween struct to control the running tween and access its properties.<br/><br/>
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/// Tweens are non-reusable. That is, when a tween completes (or is stopped manually), it becomes 'dead' (<see cref="isAlive"/> == false) and can no longer be used to control the tween or access its properties.<br/>
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/// To restart the animation from the beginning (or play in the opposite direction), simply start a new Tween. Starting tweens is very fast and doesn't allocate garbage,
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/// so you can start hundreds of tweens per seconds with no performance overhead.</summary>
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/// <example><code>
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/// var tween = Tween.LocalPositionX(transform, endValue: 1.5f, duration: 1f);
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/// // Let the tween run for some time...
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/// if (tween.isAlive) {
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/// Debug.Log($"Animation is still running, elapsed time: {tween.elapsedTime}.");
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/// } else {
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/// Debug.Log("Animation is already completed.");
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/// }
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/// </code></example>
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#if ENABLE_SERIALIZATION
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[Serializable]
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#endif
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public
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#if !ENABLE_SERIALIZATION
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readonly
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#endif
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partial struct Tween : IEquatable<Tween>
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{
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public long Id => id;
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/// Uniquely identifies the tween.
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/// Can be observed from the Debug Inspector if PRIME_TWEEN_INSPECTOR_DEBUGGING is defined. Use only for debugging purposes.
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internal
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#if !ENABLE_SERIALIZATION
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readonly
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#endif
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long id;
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internal readonly ReusableTween tween;
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internal bool IsCreated => id != 0;
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internal Tween([NotNull] ReusableTween tween) {
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Assert.IsNotNull(tween);
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Assert.AreNotEqual(-1, tween.id);
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id = tween.id;
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this.tween = tween;
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}
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/// A tween is 'alive' when it has been created and is not stopped or completed yet. Paused tween is also considered 'alive'.
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public bool isAlive => id != 0 && tween.id == id && tween._isAlive;
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/// Elapsed time of the current cycle.
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public float elapsedTime {
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get {
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if (!validateIsAlive()) {
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return 0;
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}
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if (cyclesDone == cyclesTotal) {
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return duration;
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}
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var result = elapsedTimeTotal - duration * cyclesDone;
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if (result < 0f) {
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return 0f;
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}
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Assert.IsTrue(result >= 0f);
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return result;
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}
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set => setElapsedTime(value);
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}
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void setElapsedTime(float value) {
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if (!tryManipulate()) {
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return;
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}
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if (value < 0f || float.IsNaN(value)) {
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Debug.LogError($"Invalid elapsedTime value: {value}, tween: {ToString()}");
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return;
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}
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var cycleDuration = duration;
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if (value > cycleDuration) {
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value = cycleDuration;
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}
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var _cyclesDone = cyclesDone;
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if (_cyclesDone == cyclesTotal) {
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_cyclesDone -= 1;
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}
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setElapsedTimeTotal(value + cycleDuration * _cyclesDone);
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}
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/// The total number of cycles. Returns -1 to indicate infinite number cycles.
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public int cyclesTotal => validateIsAlive() ? tween.settings.cycles : 0;
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public int cyclesDone => validateIsAlive() ? tween.getCyclesDone() : 0;
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/// The duration of one cycle.
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public float duration {
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get {
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if (!validateIsAlive()) {
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return 0;
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}
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var result = tween.cycleDuration;
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TweenSettings.validateFiniteDuration(result);
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return result;
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}
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}
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[NotNull]
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public override string ToString() => isAlive ? tween.GetDescription() : $"DEAD / id {id}";
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/// Elapsed time of all cycles.
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public float elapsedTimeTotal {
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get => validateIsAlive() ? tween.getElapsedTimeTotal() : 0;
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set => setElapsedTimeTotal(value);
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}
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void setElapsedTimeTotal(float value) {
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if (!tryManipulate()) {
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return;
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}
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if (value < 0f || float.IsNaN(value) || (cyclesTotal == -1 && value >= float.MaxValue)) { // >= tests for positive infinity, see SetInfiniteTweenElapsedTime() test
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Debug.LogError($"Invalid elapsedTimeTotal value: {value}, tween: {ToString()}");
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return;
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}
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tween.SetElapsedTimeTotal(value, false);
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// SetElapsedTimeTotal may complete the tween, so isAlive check is needed
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if (isAlive && value > durationTotal) {
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tween.elapsedTimeTotal = durationTotal;
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}
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}
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/// <summary>The duration of all cycles. If cycles == -1, returns <see cref="float.PositiveInfinity"/>.</summary>
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public float durationTotal => validateIsAlive() ? tween.getDurationTotal() : 0;
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/// Normalized progress of the current cycle expressed in 0..1 range.
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public float progress {
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get {
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if (!validateIsAlive()) {
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return 0;
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}
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if (duration == 0) {
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return 0;
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}
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return Mathf.Min(elapsedTime / duration, 1f);
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}
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set {
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value = Mathf.Clamp01(value);
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if (value == 1f) {
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bool isLastCycle = cyclesDone == cyclesTotal - 1;
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if (isLastCycle) {
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setElapsedTimeTotal(float.MaxValue);
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return;
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}
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}
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setElapsedTime(value * duration);
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}
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}
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/// Normalized progress of all cycles expressed in 0..1 range.
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public float progressTotal {
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get {
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if (!validateIsAlive()) {
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return 0;
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}
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if (cyclesTotal == -1) {
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return 0;
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}
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var _totalDuration = durationTotal;
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Assert.IsFalse(float.IsInfinity(_totalDuration));
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if (_totalDuration == 0) {
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return 0;
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}
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return Mathf.Min(elapsedTimeTotal / _totalDuration, 1f);
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}
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set {
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if (cyclesTotal == -1) {
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Debug.LogError($"It's not allowed to set progressTotal on infinite tween (cyclesTotal == -1), tween: {ToString()}.");
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return;
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}
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value = Mathf.Clamp01(value);
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if (value == 1f) {
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setElapsedTimeTotal(float.MaxValue);
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return;
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}
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setElapsedTimeTotal(value * durationTotal);
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}
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}
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/// <summary>The current percentage of change between 'startValue' and 'endValue' values in 0..1 range.</summary>
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public float interpolationFactor => validateIsAlive() ? Mathf.Max(0f, tween.easedInterpolationFactor) : 0f;
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public bool isPaused {
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get => tryManipulate() && tween._isPaused;
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set {
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if (tryManipulate() && tween.trySetPause(value)) {
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if (value) {
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return;
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}
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if ((timeScale > 0 && progressTotal >= 1f) ||
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(timeScale < 0 && progressTotal == 0f)) {
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if (tween.isMainSequenceRoot()) {
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tween.sequence.releaseTweens();
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} else {
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tween.kill();
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}
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}
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}
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}
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}
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/// Interrupts the tween, ignoring onComplete callback.
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public void Stop() {
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if (isAlive && tryManipulate()) {
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tween.kill();
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}
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}
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/// <summary>Immediately completes the tween.<br/>
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/// If the tween has infinite cycles (cycles == -1), completes only the current cycle. To choose between 'startValue' and 'endValue' in the case of infinite cycles, use <see cref="SetRemainingCycles(bool stopAtEndValue)"/> before calling Complete().</summary>
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public void Complete() {
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// don't warn that tween is dead because dead tween means that it's already 'completed'
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if (isAlive && tryManipulate()) {
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tween.ForceComplete();
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}
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}
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internal bool tryManipulate() {
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if (!validateIsAlive()) {
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return false;
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}
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if (!tween.canManipulate()) {
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Assert.LogError(Constants.cantManipulateNested, id);
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return false;
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}
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return true;
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}
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/// <summary>Stops the tween when it reaches 'startValue' or 'endValue' for the next time.<br/>
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/// For example, if you have an infinite tween (cycles == -1) with CycleMode.Yoyo/Rewind, and you wish to stop it when it reaches the 'endValue', then set <see cref="stopAtEndValue"/> to true.
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/// To stop the animation at the 'startValue', set <see cref="stopAtEndValue"/> to false.</summary>
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public void SetRemainingCycles(bool stopAtEndValue) {
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if (!tryManipulate()) {
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return;
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}
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if (tween.settings.cycleMode == CycleMode.Restart || tween.settings.cycleMode == CycleMode.Incremental) {
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Debug.LogWarning(nameof(SetRemainingCycles) + "(bool " + nameof(stopAtEndValue) + ") is meant to be used with CycleMode.Yoyo or Rewind. Please consider using the overload that accepts int instead.");
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}
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SetRemainingCycles(tween.getCyclesDone() % 2 == 0 == stopAtEndValue ? 1 : 2);
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}
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/// <summary>Sets the number of remaining cycles.<br/>
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/// This method modifies the <see cref="cyclesTotal"/> so that the tween will complete after the number of <see cref="cycles"/>.<br/>
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/// To set the initial number of cycles, pass the 'cycles' parameter to 'Tween.' methods instead.<br/><br/>
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/// Setting cycles to -1 will repeat the tween indefinitely.<br/></summary>
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public void SetRemainingCycles(int cycles) {
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Assert.IsTrue(cycles >= -1);
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if (!tryManipulate()) {
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return;
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}
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if (tween.timeScale < 0f) {
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Debug.LogError(nameof(SetRemainingCycles) + "() doesn't work with negative " + nameof(tween.timeScale));
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}
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if (tween.tweenType == TweenType.Delay && tween.HasOnComplete) {
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Debug.LogError("Applying cycles to Delay will not repeat the OnComplete() callback, but instead will increase the Delay duration.\n" +
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"OnComplete() is called only once when ALL tween cycles complete. To repeat the OnComplete() callback, please use the Sequence.Create(cycles: numCycles) and put the tween inside a Sequence.\n" +
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"More info: https://discussions.unity.com/t/926420/101\n");
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}
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if (cycles == -1) {
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tween.settings.cycles = -1;
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} else {
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TweenSettings.setCyclesTo1If0(ref cycles);
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tween.settings.cycles = tween.getCyclesDone() + cycles;
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}
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}
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/// <summary>Adds completion callback. Please consider using <see cref="OnComplete{T}"/> to prevent a possible capture of variable into a closure.</summary>
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/// <param name="warnIfTargetDestroyed">Set to 'false' to disable the error about target's destruction. Please note that the the <see cref="onComplete"/> callback will be silently ignored in the case of target's destruction. More info: https://github.com/KyryloKuzyk/PrimeTween/discussions/4</param>
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public Tween OnComplete(Action onComplete, bool warnIfTargetDestroyed = true) {
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if (validateIsAlive()) {
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tween.OnComplete(onComplete, warnIfTargetDestroyed);
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}
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return this;
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}
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/// <summary>Adds completion callback.</summary>
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/// <param name="warnIfTargetDestroyed">Set to 'false' to disable the error about target's destruction. Please note that the the <see cref="onComplete"/> callback will be silently ignored in the case of target's destruction. More info: https://github.com/KyryloKuzyk/PrimeTween/discussions/4</param>
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/// <example>The example shows how to destroy the object after the completion of a tween.
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/// Please note: we're using the '_transform' variable from the onComplete callback to prevent garbage allocation. Using the 'transform' variable directly will capture it into a closure and generate garbage.
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/// <code>
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/// Tween.PositionX(transform, endValue: 1.5f, duration: 1f)
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/// .OnComplete(transform, _transform => Destroy(_transform.gameObject));
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/// </code></example>
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public Tween OnComplete<T>([NotNull] T target, Action<T> onComplete, bool warnIfTargetDestroyed = true) where T : class {
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if (validateIsAlive()) {
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tween.OnComplete(target, onComplete, warnIfTargetDestroyed);
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}
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return this;
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}
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public Sequence Group(Tween _tween) => tryManipulate() ? Sequence.Create(this).Group(_tween) : default;
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public Sequence Chain(Tween _tween) => tryManipulate() ? Sequence.Create(this).Chain(_tween) : default;
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public Sequence Group(Sequence sequence) => tryManipulate() ? Sequence.Create(this).Group(sequence) : default;
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public Sequence Chain(Sequence sequence) => tryManipulate() ? Sequence.Create(this).Chain(sequence) : default;
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bool validateIsAlive() {
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if (!IsCreated) {
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Debug.LogError(Constants.defaultCtorError);
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} else if (!isAlive) {
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Assert.LogError(Constants.isDeadMessage, id);
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}
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return isAlive;
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}
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/// <summary>Custom timeScale. To smoothly animate timeScale over time, use <see cref="Tween.TweenTimeScale"/> method.</summary>
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public float timeScale {
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get => tryManipulate() ? tween.timeScale : 1;
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set {
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if (tryManipulate()) {
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Assert.IsFalse(float.IsNaN(value));
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Assert.IsFalse(float.IsInfinity(value));
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tween.timeScale = value;
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}
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}
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}
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public Tween OnUpdate<T>(T target, Action<T, Tween> onUpdate) where T : class {
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if (validateIsAlive()) {
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tween.SetOnUpdate(target, onUpdate);
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}
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return this;
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}
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internal float durationWithWaitDelay => tween.calcDurationWithWaitDependencies();
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public override int GetHashCode() => id.GetHashCode();
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/// https://www.jacksondunstan.com/articles/5148
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public bool Equals(Tween other) => isAlive && other.isAlive && id == other.id;
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}
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}
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