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Library\ScriptAssemblies\Unity.TextMeshPro.dll + + + Library\ScriptAssemblies\Unity.Analytics.DataPrivacy.dll + + + Library\ScriptAssemblies\UnityEditor.XR.LegacyInputHelpers.dll + + + Library\ScriptAssemblies\Unity.PlasticSCM.Editor.dll + + + Library\ScriptAssemblies\UnityEngine.Purchasing.SecurityStub.dll + + + Library\ScriptAssemblies\UnityEditor.UI.dll + + + Library\ScriptAssemblies\com.unity.multiplayer-hlapi.Runtime.dll + + + + + + + + diff --git a/Assets/Core/Ads/AdsManager.cs b/Assets/Core/Ads/AdsManager.cs deleted file mode 100644 index 83cadd4..0000000 --- a/Assets/Core/Ads/AdsManager.cs +++ /dev/null @@ -1,123 +0,0 @@ -using DG.Tweening; -using System; -using System.Collections; -using UnityEngine; -using Core.Settings; -using Core.Ads.BridgeInterfaces; - -namespace Core.Ads -{ - public class AdsManager - { - private static GameObject _holder = null; - - public static void Init() - { - _holder = new GameObject("[AdsManager]"); - - GameObject.DontDestroyOnLoad(_holder); - - if (CoreSettings.data.needInterstitial) - { - _interstitial = GameObject.Instantiate(Resources.Load("Ads/[Interstitial]"), _holder.transform).GetComponent(); - _interstitial.OnEnded += () => OnInterstitialShowed?.Invoke(); - } - - if (CoreSettings.data.needBanner) - _banner = GameObject.Instantiate(Resources.Load("Ads/[Banner]"), _holder.transform).GetComponent(); - - if (CoreSettings.data.needRewarded) - _rewarded = GameObject.Instantiate(Resources.Load("Ads/[Rewarded]"), _holder.transform).GetComponent(); - } - - private static IInterstitialBridge _interstitial = null; - private static IRewardedBridge _rewarded = null; - private static IBannerBridge _banner = null; - - /// - /// Interstitial - /// - /// - public static event Action OnInterstitialShowed = null; - - public static bool IsInterstitialReady() - { - if (CoreSettings.data.needInterstitial) - return _interstitial.IsReady(); - else - Debug.LogError("AdsManager: Interstitial ads is disabled"); - - return false; - } - - public static bool IsInterstitialVisible() - { - if (CoreSettings.data.needInterstitial) - return _interstitial.IsVisible(); - else - Debug.LogError("AdsManager: Interstitial ads is disabled"); - - return false; - } - - public static void ShowInterstitial() - { - if (CoreSettings.data.needInterstitial) - _interstitial.Show(); - else - Debug.LogError("AdsManager: Interstitial ads is disabled"); - } - - /// - /// Rewarded - /// - /// - public static bool IsRewardedReady() - { - if (CoreSettings.data.needRewarded) - _rewarded.IsReady(); - else - Debug.LogError("AdsManager: Rewarded ads is disabled"); - - return false; - } - - public static void ShowRewarded(Action onSucces, Action onFailed) - { - if (CoreSettings.data.needRewarded) - _rewarded.Show(onSucces, onFailed); - else - Debug.LogError("AdsManager: Rewarded ads is disabled"); - } - - /// - /// Banner - /// - /// - public static bool IsBannerVisible() - { - if (CoreSettings.data.needBanner) - _banner.IsVisible(); - else - Debug.LogError("AdsManager: Banner ads is disabled"); - - return false; - } - - public static void ShowBanner(BannerPositions position) - { - if (CoreSettings.data.needBanner) - _banner.Show(position); - else - Debug.LogError("AdsManager: Banner ads is disabled"); - } - - public static void HideBanner() - { - if (CoreSettings.data.needBanner) - _banner.Hide(); - else - Debug.LogError("AdsManager: Banner ads is disabled"); - } - } -} diff --git a/Assets/Core/Ads/AdsManager.cs.meta b/Assets/Core/Ads/AdsManager.cs.meta deleted file mode 100644 index accaac1..0000000 --- a/Assets/Core/Ads/AdsManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ebc044ffb918ac04abbc22d23b54110d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/BannerPositions.cs.meta b/Assets/Core/Ads/BannerPositions.cs.meta deleted file mode 100644 index 4944218..0000000 --- a/Assets/Core/Ads/BannerPositions.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2e28a4d499fcd1e4a8c7646f8c952a6a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/BridgeInterfaces.meta b/Assets/Core/Ads/BridgeInterfaces.meta deleted file mode 100644 index e7b680a..0000000 --- a/Assets/Core/Ads/BridgeInterfaces.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 99d32c2f7a54c5b40a447ec0d984cfb4 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/BridgeInterfaces/IBannerBridge.cs.meta b/Assets/Core/Ads/BridgeInterfaces/IBannerBridge.cs.meta deleted file mode 100644 index 705592e..0000000 --- a/Assets/Core/Ads/BridgeInterfaces/IBannerBridge.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: de562e46c37025145b6ec7b7b26d41d5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/BridgeInterfaces/IInterstitialBridge.cs.meta b/Assets/Core/Ads/BridgeInterfaces/IInterstitialBridge.cs.meta deleted file mode 100644 index 088bf71..0000000 --- a/Assets/Core/Ads/BridgeInterfaces/IInterstitialBridge.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: eaa9bf69f41d0244b8c36086568630e0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/BridgeInterfaces/IRewardedBridge.cs.meta b/Assets/Core/Ads/BridgeInterfaces/IRewardedBridge.cs.meta deleted file mode 100644 index 5f64fcf..0000000 --- a/Assets/Core/Ads/BridgeInterfaces/IRewardedBridge.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a97196986656edd419f16bd8a1e9a698 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/Bridges.meta b/Assets/Core/Ads/Bridges.meta deleted file mode 100644 index db511cb..0000000 --- a/Assets/Core/Ads/Bridges.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f70e498000590fd46a6dc564a8e78fc2 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/Bridges/DemoAds.meta b/Assets/Core/Ads/Bridges/DemoAds.meta deleted file mode 100644 index 93ae9fc..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 78f247ce8241a0647bc76dc7fa3979be -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs b/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs deleted file mode 100644 index a706fd5..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs +++ /dev/null @@ -1,44 +0,0 @@ -using Core.Ads.BridgeInterfaces; -using System.Linq; -using UnityEngine; -using UnityEngine.UI; - -namespace Core.Ads.Bridges.DemoAds -{ - public class DemoBannerAds : MonoBehaviour, IBannerBridge - { - [SerializeField] private CanvasScaler _canvasScaler = null; - [SerializeField] private RectTransform[] _banners = new RectTransform[0]; - - public void Show(BannerPositions position) - { - if (position == BannerPositions.None) - return; - - Hide(); - - _banners[(int)position].sizeDelta = CalculateCanvasBannerSize(); - _banners[(int)position].gameObject.SetActive(true); - } - - public void Hide() - { - for (int i = 0; i < _banners.Length; i++) - _banners[i].gameObject.SetActive(false); - } - - public bool IsVisible() - { - return _banners.Where(b => b.gameObject.activeSelf).Count() > 0; - } - - private Vector2 CalculateCanvasBannerSize() - { - float bannerSizePixels = Screen.height <= 400 ? 32 : Screen.height < 720 ? 50 : 90; - var percent = (100f / Screen.height) * bannerSizePixels; - var bannerSize = _canvasScaler.referenceResolution.y * (percent / 100f); - - return new Vector2(bannerSize * 6.4f, bannerSize); - } - } -} \ No newline at end of file diff --git a/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs.meta b/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs.meta deleted file mode 100644 index 06d90c1..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds/DemoBannerAds.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 56a352b0726e3c04b8a452a12f1d08e8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/Bridges/DemoAds/DemoInterstitialAds.cs.meta b/Assets/Core/Ads/Bridges/DemoAds/DemoInterstitialAds.cs.meta deleted file mode 100644 index cc02318..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds/DemoInterstitialAds.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c873a6dc7007f2245873024667ba02ef -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs b/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs deleted file mode 100644 index d91020d..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs +++ /dev/null @@ -1,38 +0,0 @@ -using Core.Ads.BridgeInterfaces; -using System; -using UnityEngine; - -namespace Core.Ads.Bridges.DemoAds -{ - public class DemoRewardedAds : MonoBehaviour, IRewardedBridge - { - [SerializeField] private GameObject _body = null; - - private Action onSucces = null; - private Action onFailed = null; - - public bool IsReady() - { - return true; - } - - public void Show(Action onSucces, Action onFailed) - { - this.onSucces = onSucces; - this.onFailed = onFailed; - _body.SetActive(true); - } - - public void OnSuccesClick() - { - _body.SetActive(false); - onSucces?.Invoke(); - } - - public void OnFailedClick() - { - _body.SetActive(false); - onFailed?.Invoke(); - } - } -} \ No newline at end of file diff --git a/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs.meta b/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs.meta deleted file mode 100644 index b947264..0000000 --- a/Assets/Core/Ads/Bridges/DemoAds/DemoRewardedAds.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 474311b49c69091468bfed033f2e2f9f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Ads/RewardedButton.cs.meta b/Assets/Core/Ads/RewardedButton.cs.meta deleted file mode 100644 index 4d48634..0000000 --- a/Assets/Core/Ads/RewardedButton.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: db488a5fb66911a478bcb81d1e551aaf -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Audio.meta b/Assets/Core/Audio.meta deleted file mode 100644 index b743c8b..0000000 --- a/Assets/Core/Audio.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5b843a837c8f9494984d386f480ac955 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Audio/AudioController.cs.meta b/Assets/Core/Audio/AudioController.cs.meta deleted file mode 100644 index 03403c7..0000000 --- a/Assets/Core/Audio/AudioController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 69b1385ae5f722f48ba1c6c3464ce832 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/CoreInitializer.cs b/Assets/Core/CoreInitializer.cs deleted file mode 100644 index f7f7464..0000000 --- a/Assets/Core/CoreInitializer.cs +++ /dev/null @@ -1,38 +0,0 @@ -using Localization; -using UnityEngine; -using Core.SceneManagement; -using Core.Settings; -using Core.Social; -using Core.Ads; - -namespace Core -{ - public class CoreInitializer - { - [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] - public static void Init() - { - AdsManager.Init(); - LocalizationManager.Init(); - AudioController.Init(); - - if (CoreSettings.data.usSocialModule) - { - SocialServerHandler.Init(); - - if (UserData.ID == -1) - { - GameObject.Instantiate(CoreSettings.data.loginWindowPrefab); - } - else - { - SceneLoader.Init(); - } - } - else - { - SceneLoader.Init(); - } - } - } -} diff --git a/Assets/Core/CoreInitializer.cs.meta b/Assets/Core/CoreInitializer.cs.meta deleted file mode 100644 index 664f762..0000000 --- a/Assets/Core/CoreInitializer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5fdc739549ded714d92ed59025fa163c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/DOTween/DOTween.XML b/Assets/Core/DOTween/DOTween.XML deleted file mode 100644 index 762220e..0000000 --- a/Assets/Core/DOTween/DOTween.XML +++ /dev/null @@ -1,2963 +0,0 @@ - - - - DOTween - - - - - Types of autoPlay behaviours - - - - No tween is automatically played - - - Only Sequences are automatically played - - - Only Tweeners are automatically played - - - All tweens are automatically played - - - - What axis to constrain in case of Vector tweens - - - - Called the first time the tween is set in a playing state, after any eventual delay - - - - Used in place of System.Func, which is not available in mscorlib. - - - - - Used in place of System.Action. - - - - - Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) - - - - - Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). - Contains all instance-based methods - - - - Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. - - - Current time (in frames or seconds). - - - Expected easing duration (in frames or seconds). - - Unused: here to keep same delegate for all ease types. - Unused: here to keep same delegate for all ease types. - - The eased value. - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected - - - - - Used to interpret AnimationCurves as eases. - Public so it can be used by external ease factories - - - - - Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode - - - - If the Sequence contains other elements, kill the failed tween but preserve the rest - - - Kill the whole Sequence - - - - Log types thrown by errors captured and prevented by safe mode - - - - No logs. NOT RECOMMENDED - - - Throw a normal log - - - Throw a warning log (default) - - - Throw an error log - - - - Additional notices passed to plugins when updating. - Public so it can be used by custom plugins. Internally, only PathPlugin uses it - - - - - None - - - - - Lets the plugin know that we restarted or rewinded - - - - - OnRewind callback behaviour (can only be set via DOTween's Utility Panel) - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. - When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded - - - - - When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded - - - - - Public only so custom shortcuts can access some of these methods - - - - - INTERNAL: used by DO shortcuts and Modules to set special startup mode - - - - - INTERNAL: used by DO shortcuts and Modules to set the tween as blendable - - - - - INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed - - - - - Used to dispatch commands that need to be captured externally, usually by Modules - - - - - Returns a Vector3 with z = 0 - - - - - Returns the 2D angle between two vectors - - - - - Returns a point on a circle with the given center and radius, - using Unity's circle coordinates (0° points up and increases clockwise) - - - - - Uses approximate equality on each axis instead of Unity's Vector3 equality, - because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. - - - - - Looks for the type within all possible project assembly names - - - - NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Struct that stores two colors (used for LineRenderer tweens) - - - - - Used for tween callbacks - - - - - Used for tween callbacks - - - - - Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. - - - - - Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. - Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). - To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter - (do not use any of the other public PureQuaternionPlugin methods): - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - - Plug this plugin inside a DOTween.To call. - Example: - DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); - - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - INTERNAL: do not use - - - - Extra non-tweening-related curve methods - - - - - Cubic bezier curve methods - - - - - Calculates a point along the given Cubic Bezier segment-curve. - - Segment start point - Start point's control point/handle - Segment end point - End point's control point/handle - 0-1 percentage along which to retrieve point - - - - Returns an array containing a series of points along the given Cubic Bezier segment-curve. - - Start point - Start point's control point/handle - End point - End point's control point/handle - Cloud resolution (min: 2) - - - - Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. - - Start point - Start point's control point/handle - End point - End point's control point/handle - Cloud resolution (min: 2) - - - - Main DOTween class. Contains static methods to create and control tweens in a generic way - - - - DOTween's version - - - If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - Default: TRUE - - - Log type when safe mode reports capturing an error and preventing it - - - Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). - Default: NestedTweenFailureBehaviour.TryToPreserveSequence - - - If TRUE you will get a DOTween report when exiting play mode (only in the Editor). - Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. - Beware, this will slightly slow down your tweens while inside Unity Editor. - Default: FALSE - - - Global DOTween timeScale. - Default: 1 - - - If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens - (unless they're set as timeScaleIndependent, in which case a value between the last timestep - and will be used instead). - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - If is TRUE, this indicates the max timeStep that an independent update call can last. - Setting this to TRUE will lead to smoother animations. - Default: FALSE - - - DOTween's log behaviour. - Default: LogBehaviour.ErrorsOnly - - - Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. - Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. - This method must return a bool and accept two parameters: - - LogType: the type of Unity log that DOTween is trying to log - - object: the log message that DOTween wants to log - - - If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). - Deactivate this if you want to avoid gizmos overhead while in Unity Editor - - - If TRUE activates various debug options - - - Stores the target id so it can be used to give more info in case of safeMode error capturing. - Only active if both debugMode and useSafeMode are TRUE - - - Default updateType for new tweens. - Default: UpdateType.Normal - - - Sets whether Unity's timeScale should be taken into account by default or not. - Default: false - - - Default autoPlay behaviour for new tweens. - Default: AutoPlay.All - - - Default autoKillOnComplete behaviour for new tweens. - Default: TRUE - - - Default loopType applied to all new tweens. - Default: LoopType.Restart - - - If TRUE all newly created tweens are set as recyclable, otherwise not. - Default: FALSE - - - Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). - Default: Ease.InOutQuad - - - Default overshoot/amplitude used for eases - Default: 1.70158f - - - Default period used for eases - Default: 0 - - - Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance - - - - Must be called once, before the first ever DOTween call/reference, - otherwise it will be called automatically and will use default options. - Calling it a second time won't have any effect. - You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: - DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); - - If TRUE all new tweens will be set for recycling, meaning that when killed, - instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid - GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active - even if they were killed (since they might have been respawned and are now being used for other tweens). - If you want to automatically set your tween references to NULL when a tween is killed - you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - You can change this setting at any time by changing the static property, - or you can set the recycling behaviour for each tween separately, using: - SetRecyclable(bool recyclable) - Default: FALSE - If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things - (like targets becoming null while a tween is playing). - You can change this setting at any time by changing the static property. - Default: FALSE - Type of logging to use. - You can change this setting at any time by changing the static property. - Default: ErrorsOnly - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. - - If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else - (so that next time you use it it will need to be re-initialized) - - - - Clears all cached tween pools. - - - - - Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) - and returns the total number of invalid tweens found and removed. - IMPORTANT: this will cause an error on UWP platform, so don't use it there - BEWARE: this is a slightly expensive operation so use it with care - - - - - Updates all tweens that are set to . - - Manual deltaTime - Unscaled delta time (used with tweens set as timeScaleIndependent) - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a property or field to the given value using a custom plugin - The plugin to use. Each custom plugin implements a static Get() method - you'll need to call to assign the correct plugin in the correct way, like this: - CustomPlugin.Get() - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens only one axis of a Vector3 to the given value using default plugins. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - The axis to tween - - - Tweens only the alpha of a Color to the given value using default plugins - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end value to reachThe tween's duration - - - Tweens a virtual property from the given start to the given end value - and implements a setter that allows to use that value with an external method or a lambda - Example: - To(MyMethod, 0, 12, 0.5f); - Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) - The action to perform with the tweened value - The value to start from - The end value to reach - The duration of the virtual tween - - - - Punches a Vector3 towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The direction and strength of the punch - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the direction and the opposite decaying direction, - while 0 oscillates only between the starting position and the decaying direction - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch. - If TRUE only shakes on the X Y axis (looks better with things like cameras). - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Vector3 with the given values. - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction and behave like a random punch. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a property or field to the given values using default plugins. - Ease is applied between each segment and not as a whole. - This tween type generates some GC allocations at startup - A getter for the field or property to tween. - Example usage with lambda:()=> myProperty - A setter for the field or property to tween - Example usage with lambda:x=> myProperty = x - The end values to reach for each segment. This array must have the same length as durations - The duration of each segment. This array must have the same length as endValues - - - - Returns a new to be used for tween groups. - Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, - so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add - the target manually; you can do that directly by using the overload instead of this one - - - - - Returns a new to be used for tween groups, and allows to set a target - (because Sequences don't have their target set automatically like Tweener creation shortcuts). - That way killing/controlling tweens by target will apply to this Sequence too. - - The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), - useless otherwise - - - Completes all tweens and returns the number of actual tweens completed - (meaning tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Completes all tweens with the given ID or target and returns the number of actual tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - For Sequences only: if TRUE internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Flips all tweens (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), - then returns the number of actual tweens flipped - - - Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved - - - Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) - and returns the actual tweens involved - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - Eventual IDs or targets to exclude from the killing - - - Kills all tweens with the given ID or target and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed - If TRUE completes the tweens before killing them - - - Pauses all tweens and returns the number of actual tweens paused - - - Pauses all tweens with the given ID or target and returns the number of actual tweens paused - (meaning the tweens that were actually playing and have been paused) - - - Plays all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing or complete) - - - Plays all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - - - Plays backwards all tweens and returns the number of actual tweens played - (meaning tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays backwards all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Plays forward all tweens and returns the number of actual tweens played - (meaning tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given ID or target and returns the number of actual tweens played - (meaning the tweens that were not already playing forward or complete) - - - Plays forward all tweens with the given target and ID and returns the number of actual tweens played - (meaning the tweens that were not already started, playing backwards or rewinded) - - - Restarts all tweens, then returns the number of actual tweens restarted - - - Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played - (meaning the tweens that were not already playing or complete) - If TRUE includes the eventual tweens delays, otherwise skips them - If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it - - - Rewinds and pauses all tweens, then returns the number of actual tweens rewinded - (meaning tweens that were not already rewinded) - - - Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded - (meaning the tweens that were not already rewinded) - - - Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded - (meaning tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded - (meaning the tweens that were not already rewinded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Toggles the play state of all tweens and returns the number of actual tweens toggled - (meaning tweens that could be played or paused, depending on the toggle state) - - - Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled - (meaning the tweens that could be played or paused, depending on the toggle state) - - - - Returns TRUE if a tween with the given ID or target is active. - You can also use this to know if a shortcut tween is active for a given target. - Example: - transform.DOMoveX(45, 1); // transform is automatically added as the tween target - DOTween.IsTweening(transform); // Returns true - - The target or ID to look for - If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, - otherwise also requires it to be playing - - - - Returns the total number of active tweens. - A tween is considered active if it wasn't killed, regardless if it's playing or paused - - - - - Returns the total number of active and playing tweens. - A tween is considered as playing even if its delay is actually playing - - - - - Returns a list of all active tweens in a playing state. - Returns NULL if there are no active playing tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens in a paused state. - Returns NULL if there are no active paused tweens. - Beware: each time you call this method a new list is generated, so use it for debug only - - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given id. - Returns NULL if there are no active tweens with the given id. - Beware: each time you call this method a new list is generated - - If TRUE returns only the tweens with the given ID that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - Returns a list of all active tweens with the given target. - Returns NULL if there are no active tweens with the given target. - Beware: each time you call this method a new list is generated - If TRUE returns only the tweens with the given target that are currently playing - If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) - - - - - Creates virtual tweens that can be used to change other elements via their OnUpdate calls - - - - - Tweens a virtual float. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type float, called at each update - - - - Tweens a virtual int. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type int, called at each update - - - - Tweens a virtual Vector3. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type Vector3, called at each update - - - - Tweens a virtual Color. - You can add regular settings to the generated tween, - but do not use SetUpdate or you will overwrite the onVirtualUpdate parameter - - The value to start from - The value to tween to - The duration of the tween - A callback which must accept a parameter of type Color, called at each update - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual overshoot to use with Back ease - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The type of ease - Eventual amplitude to use with Elastic easeType - Eventual period to use with Elastic easeType - - - Returns a value based on the given ease and lifetime percentage (0 to 1) - The value to start from when lifetimePercentage is 0 - The value to reach when lifetimePercentage is 1 - The time percentage (0 to 1) at which the value should be taken - The AnimationCurve to use for ease - - - Fires the given callback after the given time. - Callback delay - Callback to fire when the delay has expired - If TRUE (default) ignores Unity's timeScale - - - - Don't assign this! It's assigned automatically when creating 0 duration tweens - - - - - Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function - - - - - Allows to wrap ease method in special ways, adding extra features - - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Ease type - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - AnimationCurve to use for the ease - - - - Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS - - FPS at which the tween should be played - Custom ease function to use - - - - Used to allow method chaining with DOTween.Init - - - - - Directly sets the current max capacity of Tweeners and Sequences - (meaning how many Tweeners and Sequences can be running at the same time), - so that DOTween doesn't need to automatically increase them in case the max is reached - (which might lead to hiccups when that happens). - Sequences capacity must be less or equal to Tweeners capacity - (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). - Beware: use this method only when there are no tweens running. - - Max Tweeners capacity. - Default: 200 - Max Sequences capacity. - Default: 50 - - - - Behaviour that can be assigned when chaining a SetLink to a tween - - - - Pauses the tween when the link target is disabled - - - Pauses the tween when the link target is disabled, plays it when it's enabled - - - Pauses the tween when the link target is disabled, restarts it when it's enabled - - - Plays the tween when the link target is enabled - - - Restarts the tween when the link target is enabled - - - Kills the tween when the link target is disabled - - - Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen - - - Completes the tween when the link target is disabled - - - Completes and kills the tween when the link target is disabled - - - Rewinds the tween (delay excluded) when the link target is disabled - - - Rewinds and kills the tween when the link target is disabled - - - - Path mode (used to determine correct LookAt orientation) - - - - Ignores the path mode (and thus LookAt behaviour) - - - Regular 3D path - - - 2D top-down path - - - 2D side-scroller path - - - - Type of path to use with DOPath tweens - - - - Linear, composed of straight segments between each waypoint - - - Curved path (which uses Catmull-Rom curves) - - - EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) - - - - Tweens a Vector2 along a circle. - EndValue represents the center of the circle, start and end value degrees are inside options - ChangeValue x is changeValue°, y is unused - - - - - Path control point - - - - - Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector - - - - - Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) - - - - - Gets the point on the path at the given percentage (0 to 1) - - The percentage (0 to 1) at which to get the point - If TRUE constant speed is taken into account, otherwise not - - - - Base interface for all tween plugins options - - - - Resets the plugin - - - - This plugin generates some GC allocations at startup - - - - - Path plugin works exclusively with Transforms - - - - - Rotation mode used with DORotate methods - - - - - Fastest way that never rotates beyond 360° - - - - - Fastest way that rotates beyond 360° - - - - - Adds the given rotation to the transform using world axis and an advanced precision mode - (like when using transform.Rotate(Space.World)). - In this mode the end value is is always considered relative - - - - - Adds the given rotation to the transform's local axis - (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). - In this mode the end value is is always considered relative - - - - - Type of scramble to apply to string tweens - - - - - No scrambling of characters - - - - - A-Z + a-z + 0-9 characters - - - - - A-Z characters - - - - - a-z characters - - - - - 0-9 characters - - - - - Custom characters - - - - - Methods that extend Tween objects and allow to control or get data from them - - - - Completes the tween - - - Completes the tween - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - Flips the direction of this tween (backwards if it was going forward or viceversa) - - - Forces the tween to initialize its settings immediately - - - Send the tween to the given position in time - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Send the tween to the given position in time while also executing any callback between the previous time position and the new one - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - Kills the tween - If TRUE completes the tween before killing it - - - - Forces this tween to update manually, regardless of the set via SetUpdate. - Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. - Also note that if you only want to update this tween instance manually you'll have to set it to anyway, - so that it's not updated automatically. - - Manual deltaTime - Unscaled delta time (used with tweens set as timeScaleIndependent) - - - Pauses the tween - - - Plays the tween - - - Sets the tween in a backwards direction and plays it - - - Sets the tween in a forward direction and plays it - - - Restarts the tween from the beginning - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it - - - Rewinds and pauses the tween - Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it - - - Smoothly rewinds the tween (delays excluded). - A "smooth rewind" animates the tween to its start position, - skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. - If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. - Note that a tween that was smoothly rewinded will have its play direction flipped - - - Plays the tween if it was paused, pauses it if it was playing - - - Send a path tween to the given waypoint. - Has no effect if this is not a path tween. - BEWARE, this is a special utility method: - it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually - (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) - Waypoint index to reach - (if higher than the max waypoint index the tween will simply go to the last one) - If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it - - - - Creates a yield instruction that waits until the tween is killed or complete. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForCompletion(); - - - - - Creates a yield instruction that waits until the tween is killed or rewinded. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForRewind(); - - - - - Creates a yield instruction that waits until the tween is killed. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForKill(); - - - - - Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForElapsedLoops(2); - - Elapsed loops to wait for - - - - Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForPosition(2.5f); - - Position (loops included, delays excluded) to wait for - - - - Creates a yield instruction that waits until the tween is killed or started - (meaning when the tween is set in a playing state the first time, after any eventual delay). - It can be used inside a coroutine as a yield. - Example usage:yield return myTween.WaitForStart(); - - - - Returns the total number of loops completed by this tween - - - Returns the eventual delay set for this tween - - - Returns the eventual elapsed delay set for this tween - - - Returns the duration of this tween (delays excluded). - NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts - If TRUE returns the full duration loops included, - otherwise the duration of a single loop cycle - - - Returns the elapsed time for this tween (delays exluded) - If TRUE returns the elapsed time since startup loops included, - otherwise the elapsed time within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded) - If TRUE returns the elapsed percentage since startup loops included, - otherwise the elapsed percentage within the current loop cycle - - - Returns the elapsed percentage (0 to 1) of this tween (delays exluded), - based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 - - - Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. - BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. - When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. - If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: - .OnKill(()=> myTweenReference = null) - - - Returns TRUE if this tween was reversed and is set to go backwards - - - Returns TRUE if the tween is complete - (silently fails and returns FALSE if the tween has been killed) - - - Returns TRUE if this tween has been initialized - - - Returns TRUE if this tween is playing - - - Returns the total number of loops set for this tween - (returns -1 if the loops are infinite) - - - - Returns a point on a path based on the given path percentage. - Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - Percentage of the path (0 to 1) on which to get the point - - - - Returns an array of points that can be used to draw the path. - Note that this method generates allocations, because it creates a new array. - Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - How many points to create for each path segment (waypoint to waypoint). - Only used in case of non-Linear paths - - - - Returns the length of a path. - Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. - A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). - You can force a path to be initialized by calling myTween.ForceInit(). - - - - - Types of loop - - - - Each loop cycle restarts from the beginning - - - The tween moves forward and backwards at alternate cycles - - - Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". - In case of String tweens works only if the tween is set as relative - - - - Controls other tweens as a group - - - - - Methods that extend known Unity objects and allow to directly create and control tweens from their instances - - - - Tweens a Camera's aspect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's backgroundColor to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's farClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's fieldOfView to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's nearClipPlane to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's orthographicSize to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's pixelRect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Camera's rect to the given value. - Also stores the camera as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localPosition along its relative X Y axes with the given values. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Camera's localRotation. - Also stores the camera as the tween's target so it can be used for filtered operations - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a Light's color to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's intensity to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's shadowStrength to the given value. - Also stores the light as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a LineRenderer's color to the given value. - Also stores the LineRenderer as the tween's target so it can be used for filtered operations. - Note that this method requires to also insert the start colors for the tween, - since LineRenderers have no way to get them. - The start value to tween from - The end value to reachThe duration of the tween - - - Tweens a Material's color to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's named color property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Material's alpha color to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's alpha color with the given ID to the given value - (will have no effect unless your material supports transparency). - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's named float property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named float property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Material's texture offset to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture offset property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's texture scale to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The duration of the tween - - - Tweens a Material's named texture scale property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The name of the material property to tween - The duration of the tween - - - Tweens a Material's named Vector property with the given ID to the given value. - Also stores the material as the tween's target so it can be used for filtered operations - The end value to reach - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a TrailRenderer's startWidth/endWidth to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end startWidth to reachThe end endWidth to reach - The duration of the tween - - - Tweens a TrailRenderer's time to the given value. - Also stores the TrailRenderer as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z position to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's X localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Y localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's Z localPosition to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's rotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localRotation to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - Rotation mode - - - Tweens a Transform's rotation to the given value using pure quaternion values. - Also stores the transform as the tween's target so it can be used for filtered operations. - PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. - This method was implemented for very special cases, and doesn't support LoopType.Incremental loops - (neither for itself nor if placed inside a LoopType.Incremental Sequence) - - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's localScale uniformly to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's X localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Y localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's Z localScale to the given value. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Transform's rotation so that it will look towards the given world position. - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, - while also updating the lookAt position every frame - (contrary to which calculates the lookAt rotation only once, when the tween starts). - Also stores the transform as the tween's target so it can be used for filtered operations - The position to look atThe duration of the tween - Eventual axis constraint for the rotation - The vector that defines in which direction up is (default: Vector3.up) - - - Punches a Transform's localPosition towards the given direction and then back to the starting one - as if it was connected to the starting position via an elastic. - The direction and strength of the punch (added to the Transform's current position) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. - 1 creates a full oscillation between the punch direction and the opposite direction, - while 0 oscillates only between the punch and the start position - If TRUE the tween will smoothly snap all values to integers - - - Punches a Transform's localScale towards the given size and then back to the starting one - as if it was connected to the starting scale via an elastic. - The punch strength (added to the Transform's current scale) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. - 1 creates a full oscillation between the punch scale and the opposite scale, - while 0 oscillates only between the punch scale and the start scale - - - Punches a Transform's localRotation towards the given size and then back to the starting one - as if it was connected to the starting rotation via an elastic. - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localPosition with the given values. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the tween will smoothly snap all values to integers - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localRotation. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Shakes a Transform's localScale. - The duration of the tween - The shake strength on each axis - Indicates how much will the shake vibrate - Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). - Setting it to 0 will shake along a single direction. - If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not - - - Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. - Returns a Sequence instead of a Tweener. - Also stores the transform as the tween's target so it can be used for filtered operations - The end value to reach - Power of the jump (the max height of the jump is represented by this plus the final Y offset) - Total number of jumps - The duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoints to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. - Also stores the transform as the tween's target so it can be used for filtered operations - The waypoint to go through - The duration of the tween - The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) - The path mode: 3D, side-scroller 2D, top-down 2D - The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. - Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints - The color of the path (shown when gizmos are active in the Play panel and the tween is running) - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's position via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. - Tweens a Transform's localPosition via the given path. - Also stores the transform as the tween's target so it can be used for filtered operations - The path to use - The duration of the tween - The path mode: 3D, side-scroller 2D, top-down 2D - - - Tweens a Tween's timeScale to the given value. - Also stores the Tween as the tween's target so it can be used for filtered operations - The end value to reachThe duration of the tween - - - Tweens a Light's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Light as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's color to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween toThe duration of the tween - - - Tweens a Material's named color property to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween to - The name of the material property to tween (like _Tint or _SpecColor) - The duration of the tween - - - Tweens a Material's named color property with the given ID to the given value, - in a way that allows other DOBlendableColor tweens to work together on the same target, - instead than fight each other as multiple DOColor would do. - Also stores the Material as the tween's target so it can be used for filtered operations - The value to tween to - The ID of the material property to tween (also called nameID in Unity's manual) - The duration of the tween - - - Tweens a Transform's position BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableMove tweens to work together on the same target, - instead than fight each other as multiple DOMove would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - If TRUE the tween will smoothly snap all values to integers - - - EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableRotate tweens to work together on the same target, - instead than fight each other as multiple DORotate would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - Rotation mode - - - Punches a Transform's localRotation BY the given value and then back to the starting one - as if it was connected to the starting rotation via an elastic. Does it in a way that allows other - DOBlendableRotate tweens to work together on the same target - The punch strength (added to the Transform's current rotation) - The duration of the tween - Indicates how much will the punch vibrate - Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. - 1 creates a full oscillation between the punch rotation and the opposite rotation, - while 0 oscillates only between the punch and the start rotation - - - Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), - in a way that allows other DOBlendableScale tweens to work together on the same target, - instead than fight each other as multiple DOScale would do. - Also stores the transform as the tween's target so it can be used for filtered operations - The value to tween byThe duration of the tween - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Completes all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens completed - (meaning the tweens that don't have infinite loops and were not already complete) - - For Sequences only: if TRUE also internal Sequence callbacks will be fired, - otherwise they will be ignored - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Kills all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens killed. - - If TRUE completes the tween before killing it - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens flipped. - - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Sends to the given position all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - Time position to reach - (if higher than the whole tween duration the tween will simply reach its end) - If TRUE will play the tween after reaching the given position, otherwise it will pause it - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Pauses all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens paused. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays backwards all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Plays forward all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens played. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Restarts all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens restarted. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Smoothly rewinds all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens rewinded. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference - (meaning tweens that were started from this target, or that had this target added as an Id) - and returns the total number of tweens involved. - - - - - This class serves only as a utility class to store tween settings to apply on multiple tweens. - It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining - - - - A variable you can eventually Clear and reuse when needed, - to avoid instantiating TweenParams objects - - - Creates a new TweenParams object, which you can use to store tween settings - to pass to multiple tweens via myTween.SetAs(myTweenParms) - - - Clears and resets this TweenParams instance using default values, - so it can be reused without instantiating another one - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) - Eventual period to use with Elastic easeType (default is 0) - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function. - If applied to Sequences eases the whole sequence animation - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) - and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update (default or independent) for the tween - The type of update (default: UpdateType.Normal) - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the onStart callback for the tween. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onRewind callback for the tween. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween. - Called when a path tween reaches a new waypoint - - - Sets a delayed startup for the tween. - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - - Methods that extend Tween objects and allow to set their parameters - - - - Sets the autoKill behaviour of the tween to TRUE. - Has no effect if the tween has already started or if it's added to a Sequence - - - Sets the autoKill behaviour of the tween. - Has no effect if the tween has already started or if it's added to a Sequence - If TRUE the tween will be automatically killed when complete - - - Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. - The ID to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) - The string ID to assign to this tween. - - - Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. - Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) - The int ID to assign to this tween. - - - Allows to link this tween to a GameObject - so that it will be automatically killed when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - - - Allows to link this tween to a GameObject and assign a behaviour depending on it. - This will also automatically kill the tween when the GameObject is destroyed. - Has no effect if the tween is added to a Sequence - The link target (unrelated to the target set via SetTarget) - The behaviour to use ( is always evaluated even if you choose another one) - - - Sets the target for the tween, which can then be used as a filter with DOTween's static methods. - IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. - When using shorcuts the shortcut target is already assigned as the tween's target, - so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. - The target to assign to this tween. Can be an int, a string, an object or anything else. - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - - - Sets the looping options for the tween. - Has no effect if the tween has already started - Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) - Loop behaviour type (default: LoopType.Restart) - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - - Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - - - Sets the ease of the tween. - If applied to Sequences eases the whole sequence animation - Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). - In case of Flash ease it must be an integer and sets the total number of flashes that will happen. - Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. - - Eventual period to use with Elastic or Flash easeType (default is 0). - In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. - 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. - - - - Sets the ease of the tween using an AnimationCurve. - If applied to Sequences eases the whole sequence animation - - - Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). - If applied to Sequences eases the whole sequence animation - - - Allows the tween to be recycled after being killed. - - - Sets the recycling behaviour for the tween. - If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. - - - Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale - If TRUE the tween will ignore Unity's Time.timeScale - - - Sets the type of update for the tween - The type of update (defalt: UpdateType.Normal) - - - Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale - The type of update - If TRUE the tween will ignore Unity's Time.timeScale - - - EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning - (playing it backwards will actually play it from the beginning to the end). - Has no effect if the tween has already started or if it's added to a Sequence - - - EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning - (playing it backwards will actually play it from the beginning to the end). - Has no effect if the tween has already started or if it's added to a Sequence - If TRUE the tween will be inverted, otherwise it won't - - - Sets the onStart callback for the tween, clearing any previous onStart callback that was set. - Called the first time the tween is set in a playing state, after any eventual delay - - - Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Sets the onPause callback for the tween, clearing any previous onPause callback that was set. - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. - Called each time the tween updates - - - Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. - Called the moment the tween completes one loop cycle, even when going backwards - - - Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. - Called the moment the tween reaches its final forward position, loops included - - - Sets the onKill callback for the tween, clearing any previous onKill callback that was set. - Called the moment the tween is killed - - - Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. - Called when a path tween's current waypoint changes - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. - Doesn't copy specific SetOptions settings: those will need to be applied manually each time. - Has no effect if the tween has already started. - NOTE: the tween's target will not be changed - Tween from which to copy the parameters - - - Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. - Has no effect if the tween has already started. - TweenParams from which to copy the parameters - - - Adds the given tween to the end of the Sequence. - Has no effect if the Sequence has already started - The tween to append - - - Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The tween to prepend - - - Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence. - Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. - Has no effect if the Sequence has already started - - - Inserts the given tween at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the tween will be placed - The tween to insert - - - Adds the given interval to the end of the Sequence. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The interval duration - - - Adds the given callback to the end of the Sequence. - Has no effect if the Sequence has already started - The callback to append - - - Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. - Has no effect if the Sequence has already started - The callback to prepend - - - Inserts the given callback at the given time position in the Sequence, - automatically adding an interval if needed. - Has no effect if the Sequence has already started - The time position where the callback will be placed - The callback to insert - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - - - Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue - then immediately sends the target to the previously set endValue. - If TRUE the FROM value will be calculated as relative to the current one - - - Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, - and the previously passed endValue as the actual startValue. - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM value will be calculated as relative to the current one - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Alpha value to start from (in case of Fade tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Changes a TO tween into a FROM tween: sets the tween's starting value to the given one - and eventually sets the tween's target to that value immediately. - Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) - If TRUE sets the target to from value immediately, otherwise waits for the tween to start - If TRUE the FROM/TO values will be calculated as relative to the current ones - - - Sets a delayed startup for the tween. - In case of Sequences behaves the same as , - which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). - Has no effect if the tween has already started - - - EXPERIMENTAL: implemented in v1.2.340. - Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. - Has no effect if the tween has already started - Only used by types: If FALSE sets the delay as a one-time occurrence - (defaults to this for types), - otherwise as a Sequence interval which will repeat at the beginning of every loop cycle - - - Sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isRelative is TRUE sets the tween as relative - (the endValue will be calculated as startValue + endValue instead than being used directly). - Has no effect on Sequences or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - If isSpeedBased is TRUE sets the tween as speed based - (the duration will represent the number of units the tween moves x second). - Has no effect on Sequences, nested tweens, or if the tween has already started - - - Options for float tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector2 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - Selecting an axis will tween the vector only on that axis, leaving the others untouched - If TRUE the tween will smoothly snap all values to integers - - - Options for Quaternion tweens - If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. - If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative - - - Options for Color tweens - If TRUE only the alpha value of the color will be tweened - - - Options for Vector4 tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector4 tweens - If TRUE, rich text will be interpreted correctly while animated, - otherwise all tags will be considered as normal text - The type of scramble to use, if any - A string containing the characters to use for scrambling. - Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. - Leave it to NULL to use default ones - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for Vector3Array tweens - If TRUE the tween will smoothly snap all values to integers - - - Options for ShapeCircle tweens - If TRUE the center you set in the DOTween.To method will be considered as relative - to the starting position of the target - If TRUE the tween will smoothly snap all values to integers - - - Options for Path tweens (created via the DOPath shortcut) - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Options for Path tweens (created via the DOPath shortcut) - If TRUE the path will be automatically closed - The eventual movement axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - The eventual rotation axis to lock. You can input multiple axis if you separate them like this: - AxisConstrain.X | AxisConstraint.Y - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards the given position with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The position to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target towards another transform with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The transform to look at - If TRUE doesn't rotate the target along the Z axis - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the target to the path, with the given lookAhead. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - The eventual direction to consider as "forward". - If left to NULL defaults to the regular forward side of the transform - The vector that defines in which direction up is (default: Vector3.up) - - - Additional LookAt options for Path tweens (created via the DOPath shortcut). - Orients the path with options to keep the Z rotation stable. - Must be chained directly to the tween creation method or to a SetOptions - The percentage of lookAhead to use (0 to 1) - If TRUE doesn't rotate the target along the Z axis - - - - Types of log behaviours - - - - Log only warnings and errors - - - Log warnings, errors and additional infos - - - Log only errors - - - - Indicates either a Tweener or a Sequence - - - - TimeScale for the tween - - - If TRUE the tween will play backwards - - - If TRUE the tween is completely inverted but without playing it backwards - (play backwards will actually play the tween in the original direction) - - - Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int - (use or for those) - - - String ID (usable for filtering with DOTween static methods). 2X faster than using an object id - - - Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. - Default is -999 so avoid using an ID like that or it will capture all unset intIds - - - Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts - - - Called when the tween is set in a playing state, after any eventual delay. - Also called each time the tween resumes playing from a paused state - - - Called when the tween state changes from playing to paused. - If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. - - - Called when the tween is rewinded, - either by calling Rewind or by reaching the start position while playing backwards. - Rewinding a tween that is already rewinded will not fire this callback - - - Called each time the tween updates - - - Called the moment the tween completes one loop cycle - - - Called the moment the tween reaches completion (loops included) - - - Called the moment the tween is killed - - - Called when a path tween's current waypoint changes - - - Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative - - - - Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option - - - - FALSE when tween is (or should be) despawned - set only by TweenManager - - - Gets and sets the time position (loops included, delays excluded) of the tween - - - Returns TRUE if the tween is set to loop (either a set number of times or infinitely) - - - TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed - - - Time position within a single loop cycle - - - - Animates a single value - - - - Changes the start value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - If bigger than 0 applies it as the new tween duration - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If bigger than 0 applies it as the new tween duration - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new end value - If TRUE the start value will become the current target's value, otherwise it will stay the same - - - Changes the start and end value of a tween and rewinds it (without pausing it). - Has no effect with tweens that are inside Sequences - The new start value - The new end value - If bigger than 0 applies it as the new tween duration - - - - Used internally - - - - - Update type - - - - Updates every frame during Update calls - - - Updates every frame during LateUpdate calls - - - Updates using FixedUpdate calls - - - Updates using manual update calls - - - diff --git a/Assets/Core/DOTween/DOTween.XML.meta b/Assets/Core/DOTween/DOTween.XML.meta deleted file mode 100644 index c1c8797..0000000 --- a/Assets/Core/DOTween/DOTween.XML.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 8c2e5eea00fe3ba48a408c1549fcdf66 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/DOTween/Editor/DOTweenEditor.XML b/Assets/Core/DOTween/Editor/DOTweenEditor.XML deleted file mode 100644 index 8b82472..0000000 --- a/Assets/Core/DOTween/Editor/DOTweenEditor.XML +++ /dev/null @@ -1,110 +0,0 @@ - - - - DOTweenEditor - - - - - Starts the update loop of tween in the editor. Has no effect during playMode. - - Eventual callback to call after every update - - - - Stops the update loop and clears the onPreviewUpdated callback. - - If TRUE also resets the tweened objects to their original state. - Note that this works by calling Rewind on all tweens, so it will work correctly - only if you have a single tween type per object and it wasn't killed - If TRUE also kills any cached tween - - - - Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. - - The tween to ready - If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) - If TRUE prevents the tween from being auto-killed at completion - If TRUE starts playing the tween immediately - - - Full major version + first minor version (ex: 2018.1f) - - - Major version - - - First minor version (ex: in 2018.1 it would be 1) - - - - Checks that the given editor texture use the correct import settings, - and applies them if they're incorrect. - - - - - Returns TRUE if setup is required - - - - - Returns TRUE if the file/directory at the given path exists. - - Path, relative to Unity's project folder - - - - - Converts the given project-relative path to a full path, - with backward (\) slashes). - - - - - Converts the given full path to a path usable with AssetDatabase methods - (relative to Unity's project folder, and with the correct Unity forward (/) slashes). - - - - - Connects to a asset. - If the asset already exists at the given path, loads it and returns it. - Otherwise, either returns NULL or automatically creates it before loading and returning it - (depending on the given parameters). - - Asset type - File path (relative to Unity's project folder) - If TRUE and the requested asset doesn't exist, forces its creation - - - - Full path for the given loaded assembly, assembly file included - - - - - Adds the given global define if it's not already present - - - - - Removes the given global define if it's present - - - - - Returns TRUE if the given global define is present in all the - or only in the given , depending on passed parameters. - - - to use. Leave NULL to check in all of them. - - - - Not used as menu item anymore, but as a utiity function - - - - diff --git a/Assets/Core/DOTween/Editor/DOTweenEditor.XML.meta b/Assets/Core/DOTween/Editor/DOTweenEditor.XML.meta deleted file mode 100644 index 447cc59..0000000 --- a/Assets/Core/DOTween/Editor/DOTweenEditor.XML.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: d5f031fa9b0ca764db0a49248c0f6efc -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/DOTween/readme.txt b/Assets/Core/DOTween/readme.txt deleted file mode 100644 index 37ff7ef..0000000 --- a/Assets/Core/DOTween/readme.txt +++ /dev/null @@ -1,29 +0,0 @@ -DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant - -// IMPORTANT!!! ///////////////////////////////////////////// -// Upgrading DOTween from versions older than 1.2.000 /////// -// (or DOTween Pro older than 1.0.000) ////////////////////// -------------------------------------------------------------- -If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. -1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry -2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath -3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup -4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) - -// GET STARTED ////////////////////////////////////////////// - -- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. -- In your code, add "using DG.Tweening" to each class where you want to use DOTween. -- You're ready to tween. Check out the links below for full documentation and license info. - - -// LINKS /////////////////////////////////////////////////////// - -DOTween website (documentation, examples, etc): http://dotween.demigiant.com -DOTween license: http://dotween.demigiant.com/license.php -DOTween repository (Google Code): https://code.google.com/p/dotween/ -Demigiant website (documentation, examples, etc): http://www.demigiant.com - -// NOTES ////////////////////////////////////////////////////// - -- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Assets/Core/DOTween/readme.txt.meta b/Assets/Core/DOTween/readme.txt.meta deleted file mode 100644 index 85d3f61..0000000 --- a/Assets/Core/DOTween/readme.txt.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 3d252228111bd274e94c4ca7b0c9f853 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/IAP.meta b/Assets/Core/IAP.meta deleted file mode 100644 index 3afaf93..0000000 --- a/Assets/Core/IAP.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2ce0389fb6944dd4e8fff1da0917b2a5 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/IAP/DisableObjectWhenPurchase.cs b/Assets/Core/IAP/DisableObjectWhenPurchase.cs deleted file mode 100644 index 4ec6822..0000000 --- a/Assets/Core/IAP/DisableObjectWhenPurchase.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Core.IAP -{ - public class DisableObjectWhenPurchase : MonoBehaviour - { - [SerializeField] private Products[] _products = null; - - private void Awake() - { - PurchaseManager.OnPurchaseSuccess += PurchaseManager_OnPurchaseSuccess; - CheckState(); - } - - private void OnDestroy()=> - PurchaseManager.OnPurchaseSuccess -= PurchaseManager_OnPurchaseSuccess; - - private void PurchaseManager_OnPurchaseSuccess(Products obj) => - CheckState(); - - private void CheckState() - { - for (int i = 0; i < _products.Length; i++) - { - if (PurchaseManager.IsProductPurchased(_products[i])) - { - gameObject.SetActive(false); - return; - } - } - } - } -} \ No newline at end of file diff --git a/Assets/Core/IAP/DisableObjectWhenPurchase.cs.meta b/Assets/Core/IAP/DisableObjectWhenPurchase.cs.meta deleted file mode 100644 index 39a8ee0..0000000 --- a/Assets/Core/IAP/DisableObjectWhenPurchase.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 41a8aa83b2c2c7243a56b02d49940de9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/IAP/PurchaseManager.cs b/Assets/Core/IAP/PurchaseManager.cs deleted file mode 100644 index 745798d..0000000 --- a/Assets/Core/IAP/PurchaseManager.cs +++ /dev/null @@ -1,195 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; -using UnityEngine.Purchasing; - -namespace Core.IAP -{ - public class PurchaseManager : IStoreListener - { - private static PurchaseManager instance = null; - - public static void StaticInit() - { - instance = new PurchaseManager(); - - instance.InitializePurchasing(); - } - - - public static event Action OnPurchaseSuccess; - public static event Action OnPurchaseFaile; - - - private static IStoreController _storeController; - private static IExtensionProvider _storeExtensionProvider; - - - #region Static metods - - public static bool IsProductPurchased(Products args) - { - string id = instance.GetIdByProduct(args); - - return PlayerPrefs.GetString(id.ToString() + "_purchased", "false") == "true"; - } - - public static void Buy(Products args) - { - string id = instance.GetIdByProduct(args); - -#if UNITY_EDITOR - - if (OnPurchaseSuccess != null) - OnPurchaseSuccess(args); - - Debug.Log(id + " Buyed!"); - - return; -#endif - - instance.BuyProduct(id); - } - - public static string GetLocalizedPrice(Products args) - { -#if UNITY_EDITOR - return "0.99$"; -#endif - - string id = instance.GetIdByProduct(args); - - if (instance.IsInitialized()) - { - string price = _storeController.products.WithID(id).metadata.localizedPriceString; - - PlayerPrefs.SetString(id + "_last_price", price); - - return price; - } - else - return PlayerPrefs.GetString(id + "_last_price", "0.99$"); - } - - #endregion - - #region Object - - private void InitializePurchasing() - { - var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); - - foreach (string s in ProductsList.ConsumableProducts.Values) - builder.AddProduct(s, ProductType.Consumable); - - foreach (string s in ProductsList.NonConsumableProducts.Values) - builder.AddProduct(s, ProductType.NonConsumable); - - UnityPurchasing.Initialize(this, builder); - } - - private bool IsInitialized() - { - return _storeController != null && _storeExtensionProvider != null; - } - - private string GetIdByProduct(Products product) - { - string id = ""; - - if (ProductsList.ConsumableProducts.ContainsKey(product)) - id = ProductsList.ConsumableProducts[product]; - - if (ProductsList.NonConsumableProducts.ContainsKey(product)) - id = ProductsList.NonConsumableProducts[product]; - - return id; - } - - private Products GetProductById(string id) - { - Products product = Products.NULL; - - if (ProductsList.ConsumableProducts.ContainsValue(id)) - product = ProductsList.ConsumableProducts.FirstOrDefault(x => x.Value == id).Key; - - if (ProductsList.NonConsumableProducts.ContainsValue(id)) - product = ProductsList.NonConsumableProducts.FirstOrDefault(x => x.Value == id).Key; - - return product; - } - - public void BuyProduct(string productId) - { - if (IsInitialized()) - { - Product product = _storeController.products.WithID(productId); - - if (product != null && product.availableToPurchase) - { - Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id)); - _storeController.InitiatePurchase(product); - } - else - { - Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase"); - OnPurchaseFailed(product, PurchaseFailureReason.ProductUnavailable); - } - } - } - - public void OnInitialized(IStoreController controller, IExtensionProvider extensions) - { - Debug.Log("OnInitialized: PASS"); - - _storeController = controller; - _storeExtensionProvider = extensions; - - foreach (string s in ProductsList.ConsumableProducts.Values) - GetLocalizedPrice(GetProductById(s)); - - foreach (string s in ProductsList.NonConsumableProducts.Values) - GetLocalizedPrice(GetProductById(s)); - } - - public void OnInitializeFailed(InitializationFailureReason error) - { - Debug.Log("OnInitializeFailed InitializationFailureReason:" + error); - } - - public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args) - { - Products product = Products.NULL; - - if (ProductsList.ConsumableProducts.ContainsValue(args.purchasedProduct.definition.id)) - { - product = ProductsList.ConsumableProducts.FirstOrDefault(x => x.Value == args.purchasedProduct.definition.id).Key; - } - - if (ProductsList.NonConsumableProducts.ContainsValue(args.purchasedProduct.definition.id)) - { - product = ProductsList.NonConsumableProducts.FirstOrDefault(x => x.Value == args.purchasedProduct.definition.id).Key; - - PlayerPrefs.SetString(args.purchasedProduct.definition.id.ToString() + "_purchased", "true"); - } - - if (OnPurchaseSuccess != null) - OnPurchaseSuccess(product); - - Debug.Log(args.purchasedProduct.definition.id + " Buyed!"); - - return PurchaseProcessingResult.Complete; - } - - public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason) - { - if (OnPurchaseFaile != null) - OnPurchaseFaile(product, failureReason); - - Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason)); - } - - #endregion - } -} \ No newline at end of file diff --git a/Assets/Core/IAP/PurchaseManager.cs.meta b/Assets/Core/IAP/PurchaseManager.cs.meta deleted file mode 100644 index 7ec7b30..0000000 --- a/Assets/Core/IAP/PurchaseManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 88e4de0f8e3959948b3ce8c560944b8a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization.meta b/Assets/Core/Localization.meta deleted file mode 100644 index dd07749..0000000 --- a/Assets/Core/Localization.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9a58b7f8e5b3fd24eb48324b5a768067 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/LocalizationManager.cs.meta b/Assets/Core/Localization/LocalizationManager.cs.meta deleted file mode 100644 index eff634d..0000000 --- a/Assets/Core/Localization/LocalizationManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ab702ba2f88a1a44b95047f1b765d780 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils.meta b/Assets/Core/Localization/Utils.meta deleted file mode 100644 index 2ca2948..0000000 --- a/Assets/Core/Localization/Utils.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ea75ecc49606a3f4cbf619aa84b48353 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils/CSVDataTable.cs b/Assets/Core/Localization/Utils/CSVDataTable.cs deleted file mode 100644 index 3feddab..0000000 --- a/Assets/Core/Localization/Utils/CSVDataTable.cs +++ /dev/null @@ -1,99 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using System.IO; -using System.Linq; - -namespace Localization.Utils -{ - - public class CSVDataTable - { - List> _allText; - - List _header; - public List Header - { - get - { - return _header; - } - } - int _rowCount; - public int RowCount - { - get - { - return _rowCount; - } - } - - public CSVDataTable() - { - _allText = new List> (); - _header = new List (); - } - - - public List GetRow (int index) - { - - if (_rowCount > index && index >= 0) - { - return _allText.ElementAt (index); - } else - { - throw(new ArgumentOutOfRangeException ()); - } - - - } - - - public void ReadFromStream(Stream stream) - { - try - { - using (var reader = new CsvFileReader (stream, EmptyLineBehavior.IGNORE)) - { - var dataGrid = new List> (); - - if (reader.ReadAll (dataGrid)) - { - _header = dataGrid[0]; - dataGrid.RemoveAt (0); - _allText = dataGrid; - _rowCount = _allText.Count; - for (int i = 0; i < _allText.Count; ++i) - { - var it = _allText[i]; - if (it.Count != _header.Count) - { - // +2 - in all spreadsheets rows start from 1 and first line is a header - throw new Exception(string.Format("Row on line {0} contains different amount of collumns than header ({1} vs {2}", i + 2, it.Count, _header.Count)); - } - } - } else - { - throw(new Exception("CSV table read failed")); - } - } - } - catch(IOException e) - { - throw new Exception(string.Format("IO error: {0}", e)); - } - - } - - - public void ReadFromTextAsset(TextAsset textAsset) - { - using (var stream = new MemoryStream (textAsset.bytes)) - { - ReadFromStream (stream); - } - } - } - -} \ No newline at end of file diff --git a/Assets/Core/Localization/Utils/CSVDataTable.cs.meta b/Assets/Core/Localization/Utils/CSVDataTable.cs.meta deleted file mode 100644 index d480a5d..0000000 --- a/Assets/Core/Localization/Utils/CSVDataTable.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 12322ee7e3606b149a76b042f9659b4c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils/CsvFileCommon.cs b/Assets/Core/Localization/Utils/CsvFileCommon.cs deleted file mode 100644 index 33fed65..0000000 --- a/Assets/Core/Localization/Utils/CsvFileCommon.cs +++ /dev/null @@ -1,37 +0,0 @@ -namespace Localization.Utils -{ - /// - /// Common base class for CSV reader and writer classes. - /// - public abstract class CsvFileCommon - { - // Indexes into SpecialChars for characters with specific meaning - private const int DELIMITER_INDEX = 0; - - private const int QUOTE_INDEX = 1; - - /// - /// Gets/sets the character used for column delimiters. - /// - public char Delimiter - { - get { return SpecialChars[DELIMITER_INDEX]; } - set { SpecialChars[DELIMITER_INDEX] = value; } - } - - /// - /// Gets/sets the character used for column quotes. - /// - public char Quote - { - get { return SpecialChars[QUOTE_INDEX]; } - set { SpecialChars[QUOTE_INDEX] = value; } - } - - /// - /// These are special characters in CSV files. If a column contains any - /// of these characters, the entire column is wrapped in double quotes. - /// - protected char[] SpecialChars = {',', '"', '\r', '\n'}; - } -} \ No newline at end of file diff --git a/Assets/Core/Localization/Utils/CsvFileCommon.cs.meta b/Assets/Core/Localization/Utils/CsvFileCommon.cs.meta deleted file mode 100644 index 50e367f..0000000 --- a/Assets/Core/Localization/Utils/CsvFileCommon.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ee7bae9f19111b14285eaedc50cb8243 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils/CsvFileReader.cs.meta b/Assets/Core/Localization/Utils/CsvFileReader.cs.meta deleted file mode 100644 index 78b7bfa..0000000 --- a/Assets/Core/Localization/Utils/CsvFileReader.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 89aa50a883f45354fa8a354bd40d01ec -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils/CsvFileWriter.cs b/Assets/Core/Localization/Utils/CsvFileWriter.cs deleted file mode 100644 index 21b0b1e..0000000 --- a/Assets/Core/Localization/Utils/CsvFileWriter.cs +++ /dev/null @@ -1,118 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Text; - -namespace Localization.Utils -{ - /// - /// Class for writing to comma-separated-value (CSV) files. - /// - public class CsvFileWriter : CsvFileCommon, IDisposable - { - private string _oneQuote; - private string _quotedFormat; - - private string _twoQuotes; - - // Private members - private readonly StreamWriter _writer; - - /// - /// Initializes a new instance of the CsvFileWriter class for the - /// specified stream. - /// - /// The stream to write to - public CsvFileWriter(StreamWriter writer) - { - _writer = writer; - } - - /// - /// Initializes a new instance of the CsvFileWriter class for the - /// specified stream. - /// - /// The stream to write to - public CsvFileWriter(Stream stream) - { - _writer = new StreamWriter(stream); - } - - /// - /// Initializes a new instance of the CsvFileWriter class for the - /// specified file path. - /// - /// The name of the CSV file to write to - public CsvFileWriter(string path) - { - _writer = new StreamWriter(path); - } - - // Propagate Dispose to StreamWriter - public void Dispose() - { - _writer.Dispose(); - } - - public static void WriteAll(List> dataGrid, string path, Encoding encoding) - { - using (var sw = new StreamWriter(path, false, encoding)) - { - var cfw = new CsvFileWriter(sw); - foreach (var row in dataGrid) - { - cfw.WriteRow(row); - } - } - } - - public void WriteAll(List> dataGrid) - { - foreach (var row in dataGrid) - { - WriteRow(row); - } - } - - /// - /// Writes a row of columns to the current CSV file. - /// - /// The list of columns to write - public void WriteRow(List columns) - { - // Verify required argument - if (columns == null) - { - throw new ArgumentNullException("columns"); - } - - // Ensure we're using current quote character - if (_oneQuote == null || _oneQuote[0] != Quote) - { - _oneQuote = string.Format("{0}", Quote); - _twoQuotes = string.Format("{0}{0}", Quote); - _quotedFormat = string.Format("{0}{{0}}{0}", Quote); - } - - // Write each column - for (var i = 0; i < columns.Count; i++) - { - // Add delimiter if this isn't the first column - if (i > 0) - { - _writer.Write(Delimiter); - } - // Write this column - if (columns[i].IndexOfAny(SpecialChars) == -1) - { - _writer.Write(columns[i]); - } - else - { - _writer.Write(_quotedFormat, columns[i].Replace(_oneQuote, _twoQuotes)); - } - } - _writer.Write("\r\n"); - } - } -} \ No newline at end of file diff --git a/Assets/Core/Localization/Utils/CsvFileWriter.cs.meta b/Assets/Core/Localization/Utils/CsvFileWriter.cs.meta deleted file mode 100644 index 8f40050..0000000 --- a/Assets/Core/Localization/Utils/CsvFileWriter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0a3fbb53c14f3c84ba441294895cf3dc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Localization/Utils/EmptyLineBehavior.cs b/Assets/Core/Localization/Utils/EmptyLineBehavior.cs deleted file mode 100644 index 2a0f5b6..0000000 --- a/Assets/Core/Localization/Utils/EmptyLineBehavior.cs +++ /dev/null @@ -1,30 +0,0 @@ -namespace Localization.Utils -{ - /// - /// Determines how empty lines are interpreted when reading CSV files. - /// These values do not affect empty lines that occur within quoted fields - /// or empty lines that appear at the end of the input file. - /// - public enum EmptyLineBehavior - { - /// - /// Empty lines are interpreted as a line with zero columns. - /// - NO_COLUMNS, - - /// - /// Empty lines are interpreted as a line with a single empty column. - /// - EMPTY_COLUMN, - - /// - /// Empty lines are skipped over as though they did not exist. - /// - IGNORE, - - /// - /// An empty line is interpreted as the end of the input file. - /// - END_OF_FILE - } -} \ No newline at end of file diff --git a/Assets/Core/Localization/Utils/EmptyLineBehavior.cs.meta b/Assets/Core/Localization/Utils/EmptyLineBehavior.cs.meta deleted file mode 100644 index 851328c..0000000 --- a/Assets/Core/Localization/Utils/EmptyLineBehavior.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e2bfcdfe1b7a42b43b885314324e4262 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/SceneManagement.meta b/Assets/Core/SceneManagement.meta deleted file mode 100644 index 99df198..0000000 --- a/Assets/Core/SceneManagement.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bbf61a7b3acb5df42b727b467f660b78 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/SceneManagement/LoadSceneButton.cs.meta b/Assets/Core/SceneManagement/LoadSceneButton.cs.meta deleted file mode 100644 index 9df9222..0000000 --- a/Assets/Core/SceneManagement/LoadSceneButton.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a3d788ed48556cc4e89bf819a08da493 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/SceneManagement/LoadingScreen.cs b/Assets/Core/SceneManagement/LoadingScreen.cs deleted file mode 100644 index 25c5005..0000000 --- a/Assets/Core/SceneManagement/LoadingScreen.cs +++ /dev/null @@ -1,12 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace Core.SceneManagement -{ - public class LoadingScreen : MonoBehaviour - { - public CanvasGroup fade = null; - public GameObject mainPanel = null; - } -} diff --git a/Assets/Core/SceneManagement/LoadingScreen.cs.meta b/Assets/Core/SceneManagement/LoadingScreen.cs.meta deleted file mode 100644 index f474fbb..0000000 --- a/Assets/Core/SceneManagement/LoadingScreen.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d874de286c559e5448db4bb4513e8783 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/SceneManagement/SceneLoader.cs.meta b/Assets/Core/SceneManagement/SceneLoader.cs.meta deleted file mode 100644 index 3acf0fc..0000000 --- a/Assets/Core/SceneManagement/SceneLoader.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bef826d6ddf15604b8c1cbac0affaa28 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social.meta b/Assets/Core/Social.meta deleted file mode 100644 index 00ed404..0000000 --- a/Assets/Core/Social.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 593e156d173e43044babd72c6f2c509d -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/DB.meta b/Assets/Core/Social/DB.meta deleted file mode 100644 index aee68eb..0000000 --- a/Assets/Core/Social/DB.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 59c408b35517f10498716b1141191348 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/DB/default_db.sql b/Assets/Core/Social/DB/default_db.sql deleted file mode 100644 index 73a930c..0000000 --- a/Assets/Core/Social/DB/default_db.sql +++ /dev/null @@ -1,27 +0,0 @@ -SET SQL_MODE = "NO_AUTO_VALUE_ON_ZERO"; -START TRANSACTION; -SET time_zone = "+00:00"; - -CREATE TABLE `leaderboard` ( - `user_id` int(11) NOT NULL, - `score` int(11) NOT NULL DEFAULT '0' -) ENGINE=InnoDB DEFAULT CHARSET=utf8; - -CREATE TABLE `users` ( - `id` int(11) NOT NULL, - `name` varchar(64) NOT NULL, - `icon` int(11) NOT NULL -) ENGINE=InnoDB DEFAULT CHARSET=utf8; - -ALTER TABLE `leaderboard` - ADD UNIQUE KEY `user_id` (`user_id`); - -ALTER TABLE `users` - ADD PRIMARY KEY (`id`); - -ALTER TABLE `users` - MODIFY `id` int(11) NOT NULL AUTO_INCREMENT; - -ALTER TABLE `leaderboard` - ADD CONSTRAINT `leaderboard_ibfk_1` FOREIGN KEY (`user_id`) REFERENCES `users` (`id`) ON DELETE CASCADE ON UPDATE CASCADE; -COMMIT; \ No newline at end of file diff --git a/Assets/Core/Social/DB/default_db.sql.meta b/Assets/Core/Social/DB/default_db.sql.meta deleted file mode 100644 index deb44c7..0000000 --- a/Assets/Core/Social/DB/default_db.sql.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 039dbdef88f05c04189eb9c5200bdd5f -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Leaderboard.meta b/Assets/Core/Social/Leaderboard.meta deleted file mode 100644 index 4d47052..0000000 --- a/Assets/Core/Social/Leaderboard.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4d12ef623769e4d4c808d4f129b2803d -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Leaderboard/LeaderboardController.cs b/Assets/Core/Social/Leaderboard/LeaderboardController.cs deleted file mode 100644 index 605ee5b..0000000 --- a/Assets/Core/Social/Leaderboard/LeaderboardController.cs +++ /dev/null @@ -1,71 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Networking; -using Core.Settings; -using UnityEngine.UI; -using DG.Tweening; - -namespace Core.Social.Leaderboard -{ - public class LeaderboardController : MonoBehaviour - { - [SerializeField] private int _leaderBoardLimit = 10; - [SerializeField] private ScrollRect _scroll = null; - [SerializeField] private LeaderboardElement _leaderBoardItemPrefab = null; - [SerializeField] private LeaderboardElement _userDefaultItem= null; - - private List _leaderBoardElements = new List(); - - private void OnEnable() - { - _leaderBoardItemPrefab.gameObject.SetActive(false); - _userDefaultItem.gameObject.SetActive(false); - - CheckList(); - Init(); - } - - private void CheckList() - { - if (_leaderBoardElements.Count > 0) - { - _leaderBoardElements.Clear(); - } - } - - private void Init() - { - SocialServerHandler.LoadLeaderboardData(_leaderBoardLimit, null, - (leaderboardForm) => - { - if (leaderboardForm.userIndex > leaderboardForm.leaderboard.Length) - { - _userDefaultItem.gameObject.SetActive(true); - _userDefaultItem.Init(leaderboardForm.userIndex, UserData.Name, UserData.IconIndex, UserData.Score); - } - else - { - _userDefaultItem.gameObject.SetActive(false); - } - - _leaderBoardItemPrefab.gameObject.SetActive(true); - - for (int i = 0; i < leaderboardForm.leaderboard.Length; i++) - { - LeaderboardElement element = Instantiate(_leaderBoardItemPrefab, _scroll.content); - element.Init(leaderboardForm.leaderboard[i].index, leaderboardForm.leaderboard[i].name, leaderboardForm.leaderboard[i].icon, leaderboardForm.leaderboard[i].score); - } - - DOVirtual.DelayedCall(0.1f, () => - { - _scroll.verticalNormalizedPosition = 1f; - }); - - _leaderBoardItemPrefab.gameObject.SetActive(false); - } - ); - } - - } -} \ No newline at end of file diff --git a/Assets/Core/Social/Leaderboard/LeaderboardController.cs.meta b/Assets/Core/Social/Leaderboard/LeaderboardController.cs.meta deleted file mode 100644 index 0c76d0a..0000000 --- a/Assets/Core/Social/Leaderboard/LeaderboardController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ce91b3e931450da4e8205992074d5004 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Leaderboard/LeaderboardElement.cs b/Assets/Core/Social/Leaderboard/LeaderboardElement.cs deleted file mode 100644 index 6eafee9..0000000 --- a/Assets/Core/Social/Leaderboard/LeaderboardElement.cs +++ /dev/null @@ -1,24 +0,0 @@ -using DG.Tweening; -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -namespace Core.Social.Leaderboard -{ - public class LeaderboardElement : MonoBehaviour - { - [SerializeField] private Text _idText = null; - [SerializeField] private Image _iconImage = null; - [SerializeField] private Text _nameText = null; - [SerializeField] private Text _scoresText = null; - - public void Init(int id, string userName, int icon, int scores) - { - _idText.text = id.ToString(); - _nameText.text = userName; - _iconImage.overrideSprite = UserData.GetIcon(icon); - _scoresText.text = scores.ToString(); - } - } -} \ No newline at end of file diff --git a/Assets/Core/Social/Leaderboard/LeaderboardElement.cs.meta b/Assets/Core/Social/Leaderboard/LeaderboardElement.cs.meta deleted file mode 100644 index e47896e..0000000 --- a/Assets/Core/Social/Leaderboard/LeaderboardElement.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 033c8508ca9cff04aab7bf503452f0eb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Login.meta b/Assets/Core/Social/Login.meta deleted file mode 100644 index 8beeefb..0000000 --- a/Assets/Core/Social/Login.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5776c32b69f8f75409d313bc8d7cb75c -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Login/LoginWindow.cs b/Assets/Core/Social/Login/LoginWindow.cs deleted file mode 100644 index d60d075..0000000 --- a/Assets/Core/Social/Login/LoginWindow.cs +++ /dev/null @@ -1,79 +0,0 @@ -using DG.Tweening; -using System; -using System.Collections; -using UnityEngine; -using UnityEngine.Networking; -using UnityEngine.UI; -using Core.SceneManagement; -using Core.Settings; - -namespace Core.Social.Login -{ - public class LoginWindow : MonoBehaviour - { - [SerializeField] protected InputField _nameInput = null; - [SerializeField] protected SelectIconButton _defaultIconObject = null; - [SerializeField] protected CanvasGroup _warningPanel = null; - [SerializeField] protected CanvasGroup _uploadScreen = null; - - protected int _selectedIcon = -1; - - protected virtual void Awake() - { - SelectIconButton.OnIconSelected += SelectIconButton_OnIconSelected; - - for (int i = 0; i < UserData.GetIcons().Length; i++) - { - SelectIconButton icon = Instantiate(_defaultIconObject, _defaultIconObject.transform.parent); - - icon.SetData(i); - - if (i == 0) - icon.Select(); - } - - _defaultIconObject.gameObject.SetActive(false); - } - - protected virtual void OnDestroy() - { - SelectIconButton.OnIconSelected -= SelectIconButton_OnIconSelected; - } - - private void SelectIconButton_OnIconSelected(SelectIconButton obj) - { - _selectedIcon = obj.Icon; - } - - public virtual void Apply() - { - SocialServerHandler.Login(_nameInput.text, _selectedIcon, - () => - { - if (_warningPanel != null) - { - _warningPanel.DOFade(1f, 0.25f); - } - }, - () => - { - _uploadScreen.gameObject.SetActive(true); - _uploadScreen.DOFade(1f, 0.25f); - }, - () => - { - _uploadScreen.DOFade(0f, 0.25f) - .OnComplete(() => _uploadScreen.gameObject.SetActive(false)); - }, - (userForm) => - { - UserData.ID = userForm.id; - UserData.Name = _nameInput.text; - UserData.IconIndex = _selectedIcon; - - SceneLoader.Init(); - } - ); - } - } -} diff --git a/Assets/Core/Social/Login/LoginWindow.cs.meta b/Assets/Core/Social/Login/LoginWindow.cs.meta deleted file mode 100644 index 81a1c9d..0000000 --- a/Assets/Core/Social/Login/LoginWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 375db8d8b59a9984f9d90becceb9ec76 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Core/Social/Login/SelectIconButton.cs b/Assets/Core/Social/Login/SelectIconButton.cs deleted file mode 100644 index 2f6bc42..0000000 --- a/Assets/Core/Social/Login/SelectIconButton.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -namespace Core.Social.Login -{ - public class SelectIconButton : MonoBehaviour - { - public static event Action OnIconSelected = null; - - private static event Action OnNeedDisselectAll = null; - - [SerializeField] private Image _image = null; - [SerializeField] private GameObject _checkedImage = null; - - private int _iconIndex = -1; - - public int Icon => _iconIndex; - - private void Awake() - { - OnNeedDisselectAll += SelectIconButton_OnNeedDisselectAll; - - GetComponent