diff --git a/.gitignore b/.gitignore
index 109ab5f..6466ad8 100644
--- a/.gitignore
+++ b/.gitignore
@@ -30,9 +30,7 @@
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
-*.csproj
*.unityproj
-*.sln
*.suo
*.tmp
*.user
@@ -59,3 +57,4 @@ sysinfo.txt
# Crashlytics generated file
crashlytics-build.properties
+/Assets_DLL/Build/
diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
new file mode 100644
index 0000000..18ea03f
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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-guid: c873a6dc7007f2245873024667ba02ef
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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 @@
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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 @@
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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 @@
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-guid: 5b843a837c8f9494984d386f480ac955
-folderAsset: yes
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- externalObjects: {}
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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 @@
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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 @@
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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 @@
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-guid: 3d252228111bd274e94c4ca7b0c9f853
-TextScriptImporter:
- externalObjects: {}
- userData:
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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 @@
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-guid: 41a8aa83b2c2c7243a56b02d49940de9
-MonoImporter:
- externalObjects: {}
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- defaultReferences: []
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- 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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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 @@
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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