diff --git a/add-template-suffix.ts b/add-template-suffix.ts index 173c8d4..44a6c10 100644 --- a/add-template-suffix.ts +++ b/add-template-suffix.ts @@ -10,7 +10,7 @@ const suffix = '.template'; console.log(`Renaming files in ${path}...`); const files = getRecursiveFileList(path).filter( - (file) => !file.endsWith(suffix) + (file) => !file.endsWith(suffix) && !file.endsWith('.DS_Store') ); if (!files.length) { @@ -19,7 +19,13 @@ if (!files.length) { } for (const file of files) { - if (file.endsWith(".meta") || file.endsWith(".png") || file.endsWith(".dll")|| file.endsWith(".unity")) { + if ( + file.endsWith('.meta') || + file.endsWith('.png') || + file.endsWith('.dll') || + file.endsWith('.unity') || + file.endsWith('.DS_Store') + ) { continue; } const newFile = `${file}${suffix}`; diff --git a/packages/preset-lumberjack/src/generators/preset/__snapshots__/generator.spec.ts.snap b/packages/preset-lumberjack/src/generators/preset/__snapshots__/generator.spec.ts.snap index 838a0eb..91b2631 100644 --- a/packages/preset-lumberjack/src/generators/preset/__snapshots__/generator.spec.ts.snap +++ b/packages/preset-lumberjack/src/generators/preset/__snapshots__/generator.spec.ts.snap @@ -5,55 +5,324 @@ exports[`preset generator should run successfully 1`] = ` ".prettierrc": { "path": "./.prettierrc", "isBinary": false, - "content": "{ \\"singleQuote\\": true }\\n" - }, - "package.json": { - "path": "./package.json", - "isBinary": false, - "content": "{\\n \\"name\\": \\"@proj/source\\",\\n \\"dependencies\\": {},\\n \\"devDependencies\\": {}\\n}\\n" - }, - "nx.json": { - "path": "./nx.json", - "isBinary": false, - "content": "{\\n \\"affected\\": { \\"defaultBase\\": \\"main\\" },\\n \\"targetDefaults\\": {\\n \\"build\\": { \\"cache\\": true },\\n \\"lint\\": { \\"cache\\": true },\\n \\"test\\": { \\"cache\\": true },\\n \\"e2e\\": { \\"cache\\": true }\\n }\\n}\\n" - }, - "tsconfig.base.json": { - "path": "./tsconfig.base.json", - "isBinary": false, - 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+ "content": [ + "{ \\"singleQuote\\": true }" + ] }, "README.md": { "path": "./README.md", "isBinary": false, - "content": "# Solana Game Preset\\n\\nThis game is ment as a starter game for on chain games.\\nThere is a js and a unity client for this game and both are talking to a solana anchor program.\\n\\nThis game uses gum session keys for auto approval of transactions.\\nNote that neither the program nor session keys are audited. Use at your own risk.\\n\\n# How to run this example\\n\\n## Quickstart\\n\\nThe unity client and the js client are both connected to the same program and should work out of the box connecting to the already deployed program.\\n\\n### Unity\\n\\nOpen the Unity project with Unity Version 2021.3.32.f1 (or similar), open the GameScene or LoginScene and hit play.\\nUse the editor login button in the bottom left. If you cant get devnet sol you can copy your address from the console and use the faucet here: https://faucet.solana.com/ to request some sol.\\n\\n### Js Client\\n\\nTo start the js client open the project in visual studio code and run:\\n\\n\`\`\`bash\\ncd app\\nyarn install\\nyarn dev\\n\`\`\`\\n\\nTo start changing the program and connecting to your own program follow the steps below.\\n\\n## Installing Solana dependencies\\n\\nFollow the installation here: https://www.anchor-lang.com/docs/installation\\nInstall the latest 1.16 solana version (1.17 is not supported yet)\\nsh -c \\"$(curl -sSfL https://release.solana.com/v1.16.18/install)\\"\\n\\nAnchor program\\n\\n1. Install the [Anchor CLI](https://project-serum.github.io/anchor/getting-started/installation.html)\\n2. \`cd program\` to end the program directory\\n3. Run \`anchor build\` to build the program\\n4. Run \`anchor deploy\` to deploy the program\\n5. Copy the program id from the terminal into the lib.rs, anchor.toml and within the unity project in the AnchorService and if you use js in the anchor.ts file\\n6. Build and deploy again\\n\\nNext js client\\n\\n1. Install [Node.js](https://nodejs.org/en/download/)\\n2. Copy the program id into app/utils/anchor.ts\\n3. \`cd app\` to end the app directory\\n4. Run \`yarn install\` to install node modules\\n5. Run \`yarn dev\` to start the client\\n6. After doing changes to the anchor program make sure to copy over the types from the program into the client so you can use them. You can find the js types in the target/idl folder.\\n\\nUnity client\\n\\n1. Install [Unity](https://unity.com/)\\n2. Open the MainScene\\n3. Hit play\\n4. After doing changes to the anchor program make sure to regenerate the C# client: https://solanacookbook.com/gaming/porting-anchor-to-unity.html#generating-the-client\\n Its done like this (after you have build the program):\\n\\n\`\`\`bash\\ncd program\\ndotnet tool install Solana.Unity.Anchor.Tool <- run once\\ndotnet anchorgen -i target/idl/lumberjack.json -o target/idl/Lumberjack.cs\\n\`\`\`\\n\\n(Replace lumberjack with the name of your program)\\n\\nthen copy the c# code into the unity project.\\n\\n## Connect to local host (optional)\\n\\nTo connect to local host from Unity add these links on the wallet holder game object:\\nhttp://localhost:8899\\nws://localhost:8900\\n\\n## Video walkthroughs\\n\\nHere are two videos explaining the energy logic and session keys:\\nSession keys:\\nhttps://www.youtube.com/watch?v=oKvWZoybv7Y&t=17s&ab_channel=Solana\\nEnergy system:\\nhttps://www.youtube.com/watch?v=YYQtRCXJBgs&t=4s&ab_channel=Solana\\n\\n# Project structure\\n\\nThe anchor project is structured like this:\\n\\nThe entry point is in the lib.rs file. Here we define the program id and the instructions.\\nThe instructions are defined in the instructions folder.\\nThe state is defined in the state folder.\\n\\nSo the calls arrive in the lib.rs file and are then forwarded to the instructions.\\nThe instructions then call the state to get the data and update it.\\n\\n\`\`\`shell\\n├── src\\n│ ├── instructions\\n│ │ ├── chop_tree.rs\\n│ │ ├── init_player.rs\\n│ │ └── update_energy.rs\\n│ ├── state\\n│ │ ├── game_data.rs\\n│ │ ├── mod.rs\\n│ │ └── player_data.rs\\n│ ├── lib.rs\\n│ └── constants.rs\\n│ └── errors.rs\\n\\n\`\`\`\\n\\nThe project uses session keys (maintained by Magic Block) for auto approving transactions using an expiring token.\\n\\n# Energy System\\n\\nMany casual games in traditional gaming use energy systems. This is how you can build it on chain.\\n\\nIf you have no prior knowledge in solan and rust programming it is recommended to start with the Solana cookbook [Hello world example](<[https://unity.com/](https://solanacookbook.com/gaming/hello-world.html#getting-started-with-your-first-solana-game)>).\\n\\n## Anchor program\\n\\nHere we will build a program which refills energy over time which the player can then use to perform actions in the game.\\nIn our example it will be a lumber jack which chops trees. Every tree will reward on wood and cost one energy.\\n\\n### Creating the player account\\n\\nFirst the player needs to create an account which saves the state of our player. Notice the last_login time which will save the current unix time stamp of the player he interacts with the program.\\nLike this we will be able to calculate how much energy the player has at a certain point in time. \\nWe also have a value for wood which will store the wood the lumber jack chucks in the game.\\n\\n\`\`\`rust\\n\\npub fn init_player(ctx: Context) -> Result<()> {\\n ctx.accounts.player.energy = MAX_ENERGY;\\n ctx.accounts.player.last_login = Clock::get()?.unix_timestamp;\\n ctx.accounts.player.authority = ctx.accounts.signer.key();\\n Ok(())\\n}\\n\\n#[derive(Accounts)]\\npub struct InitPlayer<'info> {\\n #[account(\\n init,\\n payer = signer,\\n space = 1000, // 8+32+x+1+8+8+8 But taking 1000 to have space to expand easily.\\n seeds = [b\\"player\\".as_ref(), signer.key().as_ref()],\\n bump,\\n )]\\n pub player: Account<'info, PlayerData>,\\n\\n #[account(\\n init_if_needed,\\n payer = signer,\\n space = 1000, // 8 + 8 for anchor account discriminator and the u64. Using 1000 to have space to expand easily.\\n seeds = [b\\"gameData\\".as_ref()],\\n bump,\\n )]\\n pub game_data: Account<'info, GameData>,\\n\\n #[account(mut)]\\n pub signer: Signer<'info>,\\n pub system_program: Program<'info, System>,\\n}\\n\`\`\`\\n\\n### Chopping trees\\n\\nThen whenever the player calls the chop_tree instruction we will check if the player has enough energy and reward him with one wood.\\n\\n\`\`\`rust\\n #[error_code]\\n pub enum ErrorCode {\\n #[msg(\\"Not enough energy\\")]\\n NotEnoughEnergy,\\n }\\n\\n pub fn chop_tree(mut ctx: Context) -> Result<()> {\\n let account = &mut ctx.accounts;\\n update_energy(account)?;\\n\\n if ctx.accounts.player.energy == 0 {\\n return err!(ErrorCode::NotEnoughEnergy);\\n }\\n\\n ctx.accounts.player.wood = ctx.accounts.player.wood + 1;\\n ctx.accounts.player.energy = ctx.accounts.player.energy - 1;\\n msg!(\\"You chopped a tree and got 1 log. You have {} wood and {} energy left.\\", ctx.accounts.player.wood, ctx.accounts.player.energy);\\n Ok(())\\n }\\n\`\`\`\\n\\n### Calculating the energy\\n\\nThe interesting part happens in the update_energy function. We check how much time has passed and calculate the energy that the player will have at the given time.\\nThe same thing we will also do in the client. So we basically lazily update the energy instead of polling it all the time.\\nThe is a common technic in game development.\\n\\n\`\`\`rust\\n\\nconst TIME_TO_REFILL_ENERGY: i64 = 60;\\nconst MAX_ENERGY: u64 = 10;\\n\\npub fn update_energy(&mut self) -> Result<()> {\\n // Get the current timestamp\\n let current_timestamp = Clock::get()?.unix_timestamp;\\n\\n // Calculate the time passed since the last login\\n let mut time_passed: i64 = current_timestamp - self.last_login;\\n\\n // Calculate the time spent refilling energy\\n let mut time_spent = 0;\\n\\n while time_passed >= TIME_TO_REFILL_ENERGY && self.energy < MAX_ENERGY {\\n self.energy += 1;\\n time_passed -= TIME_TO_REFILL_ENERGY;\\n time_spent += TIME_TO_REFILL_ENERGY;\\n }\\n\\n if self.energy >= MAX_ENERGY {\\n self.last_login = current_timestamp;\\n } else {\\n self.last_login += time_spent;\\n }\\n\\n Ok(())\\n}\\n\`\`\`\\n\\n## Js client\\n\\n### Subscribe to account updates\\n\\nIt is possible to subscribe to account updates via a websocket. This get updates to this account pushed directly back to the client without the need to poll this data. This allows fast gameplay because the updates usually arrive after around 500ms.\\n\\n\`\`\`js\\nuseEffect(() => {\\n if (!publicKey) {\\n return;\\n }\\n const [pda] = PublicKey.findProgramAddressSync(\\n [Buffer.from('player', 'utf8'), publicKey.toBuffer()],\\n new PublicKey(Lumberjack_PROGRAM_ID)\\n );\\n try {\\n program.account.playerData.fetch(pda).then((data) => {\\n setGameState(data);\\n });\\n } catch (e) {\\n window.alert('No player data found, please init!');\\n }\\n\\n connection.onAccountChange(pda, (account) => {\\n setGameState(program.coder.accounts.decode('playerData', account.data));\\n });\\n}, [publicKey]);\\n\`\`\`\\n\\n### Calculate energy and show countdown\\n\\nIn the java script client we can then perform the same logic and show a countdown timer for the player so that he knows when the next energy will be available:\\n\\n\`\`\`js\\nconst interval = setInterval(async () => {\\n if (gameState == null || gameState.lastLogin == undefined || gameState.energy >= 10) {\\n return;\\n }\\n\\n const lastLoginTime = gameState.lastLogin * 1000;\\n const currentTime = Date.now();\\n const timePassed = (currentTime - lastLoginTime) / 1000;\\n\\n while (timePassed > TIME_TO_REFILL_ENERGY && gameState.energy < MAX_ENERGY) {\\n gameState.energy++;\\n gameState.lastLogin += TIME_TO_REFILL_ENERGY;\\n timePassed -= TIME_TO_REFILL_ENERGY;\\n }\\n\\n setTimePassed(timePassed);\\n\\n const nextEnergyIn = Math.floor(TIME_TO_REFILL_ENERGY - timePassed);\\n setEnergyNextIn(nextEnergyIn > 0 ? nextEnergyIn : 0);\\n }, 1000);\\n\\n return () => clearInterval(interval);\\n}, [gameState, timePassed]);\\n\\n...\\n\\n{(gameState &&
\\n {(\\"Wood: \\" + gameState.wood + \\" Energy: \\" + gameState.energy + \\" Next energy in: \\" + nextEnergyIn )}\\n
)}\\n\\n\`\`\`\\n\\n## Unity client\\n\\nIn the Unity client everything interesting happens in the AnchorService.\\nTo generate the client code you can follow the instructions here: https://solanacookbook.com/gaming/porting-anchor-to-unity.html#generating-the-client\\n\\n\`\`\`bash\\ncd program\\ndotnet tool install Solana.Unity.Anchor.Tool <- run once\\ndotnet anchorgen -i target/idl/lumberjack.json -o target/idl/Lumberjack.cs\\n\`\`\`\\n\\n### Session keys\\n\\nSession keys is an optional component. What it does is creating a local key pair which is toped up with some sol which can be used to autoapprove transactions. The session token is only allowed on certain functions of the program and has an expiry of 23 hours. Then the player will get the sol back and can create a new session.\\n\\nWith this you can now build any energy based game and even if someone builds a bot for the game the most he can do is play optimally, which maybe even easier to achieve when playing normally depending on the logic of your game.\\n\\nThis game becomes even better when combined with the Token example from Solana Cookbook and you actually drop some spl token to the players.\\n" + "content": [ + "# Solana Game Preset", + "This game is ment as a starter game for on chain games.", + "There is a js and a unity client for this game and both are talking to a solana anchor program.", + "This game uses gum session keys for auto approval of transactions.", + "Note that neither the program nor session keys are audited. Use at your own risk.", + "# How to run this example", + "## Quickstart", + "The unity client and the js client are both connected to the same program and should work out of the box connecting to the already deployed program.", + "### Unity", + "Open the Unity project with Unity Version 2021.3.32.f1 (or similar), open the GameScene or LoginScene and hit play.", + "Use the editor login button in the bottom left. If you cant get devnet sol you can copy your address from the console and use the faucet here: https://faucet.solana.com/ to request some sol.", + "### Js Client", + "To start the js client open the project in visual studio code and run:", + "\`\`\`bash", + "cd app", + "yarn install", + "yarn dev", + "\`\`\`", + "To start changing the program and connecting to your own program follow the steps below.", + "## Installing Solana dependencies", + "Follow the installation here: https://www.anchor-lang.com/docs/installation", + "Install the latest 1.16 solana version (1.17 is not supported yet)", + "sh -c \\"$(curl -sSfL https://release.solana.com/v1.16.18/install)\\"", + "Anchor program", + "1. Install the [Anchor CLI](https://project-serum.github.io/anchor/getting-started/installation.html)", + "2. \`cd program\` to end the program directory", + "3. Run \`anchor build\` to build the program", + "4. Run \`anchor deploy\` to deploy the program", + "5. Copy the program id from the terminal into the lib.rs, anchor.toml and within the unity project in the AnchorService and if you use js in the anchor.ts file", + "6. Build and deploy again", + "Next js client", + "1. Install [Node.js](https://nodejs.org/en/download/)", + "2. Copy the program id into app/utils/anchor.ts", + "3. \`cd app\` to end the app directory", + "4. Run \`yarn install\` to install node modules", + "5. Run \`yarn dev\` to start the client", + "6. After doing changes to the anchor program make sure to copy over the types from the program into the client so you can use them. You can find the js types in the target/idl folder.", + "Unity client", + "1. Install [Unity](https://unity.com/)", + "2. Open the MainScene", + "3. Hit play", + "4. After doing changes to the anchor program make sure to regenerate the C# client: https://solanacookbook.com/gaming/porting-anchor-to-unity.html#generating-the-client", + "Its done like this (after you have build the program):", + "\`\`\`bash", + "cd program", + "dotnet tool install Solana.Unity.Anchor.Tool <- run once", + "dotnet anchorgen -i target/idl/lumberjack.json -o target/idl/Lumberjack.cs", + "\`\`\`", + "(Replace lumberjack with the name of your program)", + "then copy the c# code into the unity project.", + "## Connect to local host (optional)", + "To connect to local host from Unity add these links on the wallet holder game object:", + "http://localhost:8899", + "ws://localhost:8900", + "## Video walkthroughs", + "Here are two videos explaining the energy logic and session keys:", + "Session keys:", + "https://www.youtube.com/watch?v=oKvWZoybv7Y&t=17s&ab_channel=Solana", + "Energy system:", + "https://www.youtube.com/watch?v=YYQtRCXJBgs&t=4s&ab_channel=Solana", + "# Project structure", + "The anchor project is structured like this:", + "The entry point is in the lib.rs file. Here we define the program id and the instructions.", + "The instructions are defined in the instructions folder.", + "The state is defined in the state folder.", + "So the calls arrive in the lib.rs file and are then forwarded to the instructions.", + "The instructions then call the state to get the data and update it.", + "\`\`\`shell", + "├── src", + "│ ├── instructions", + "│ │ ├── chop_tree.rs", + "│ │ ├── init_player.rs", + "│ │ └── update_energy.rs", + "│ ├── state", + "│ │ ├── game_data.rs", + "│ │ ├── mod.rs", + "│ │ └── player_data.rs", + "│ ├── lib.rs", + "│ └── constants.rs", + "│ └── errors.rs", + "\`\`\`", + "The project uses session keys (maintained by Magic Block) for auto approving transactions using an expiring token.", + "# Energy System", + "Many casual games in traditional gaming use energy systems. This is how you can build it on chain.", + "If you have no prior knowledge in solan and rust programming it is recommended to start with the Solana cookbook [Hello world example](<[https://unity.com/](https://solanacookbook.com/gaming/hello-world.html#getting-started-with-your-first-solana-game)>).", + "## Anchor program", + "Here we will build a program which refills energy over time which the player can then use to perform actions in the game.", + "In our example it will be a lumber jack which chops trees. Every tree will reward on wood and cost one energy.", + "### Creating the player account", + "First the player needs to create an account which saves the state of our player. Notice the last_login time which will save the current unix time stamp of the player he interacts with the program.", + "Like this we will be able to calculate how much energy the player has at a certain point in time.", + "We also have a value for wood which will store the wood the lumber jack chucks in the game.", + "\`\`\`rust", + "pub fn init_player(ctx: Context) -> Result<()> {", + "ctx.accounts.player.energy = MAX_ENERGY;", + "ctx.accounts.player.last_login = Clock::get()?.unix_timestamp;", + "ctx.accounts.player.authority = ctx.accounts.signer.key();", + "Ok(())", + "}", + "#[derive(Accounts)]", + "pub struct InitPlayer<'info> {", + "#[account(", + "init,", + "payer = signer,", + "space = 1000, // 8+32+x+1+8+8+8 But taking 1000 to have space to expand easily.", + "seeds = [b\\"player\\".as_ref(), signer.key().as_ref()],", + "bump,", + ")]", + "pub player: Account<'info, PlayerData>,", + "#[account(", + "init_if_needed,", + "payer = signer,", + "space = 1000, // 8 + 8 for anchor account discriminator and the u64. Using 1000 to have space to expand easily.", + "seeds = [b\\"gameData\\".as_ref()],", + "bump,", + ")]", + "pub game_data: Account<'info, GameData>,", + "#[account(mut)]", + "pub signer: Signer<'info>,", + "pub system_program: Program<'info, System>,", + "}", + "\`\`\`", + "### Chopping trees", + "Then whenever the player calls the chop_tree instruction we will check if the player has enough energy and reward him with one wood.", + "\`\`\`rust", + "#[error_code]", + "pub enum ErrorCode {", + "#[msg(\\"Not enough energy\\")]", + "NotEnoughEnergy,", + "}", + "pub fn chop_tree(mut ctx: Context) -> Result<()> {", + "let account = &mut ctx.accounts;", + "update_energy(account)?;", + "if ctx.accounts.player.energy == 0 {", + "return err!(ErrorCode::NotEnoughEnergy);", + "}", + "ctx.accounts.player.wood = ctx.accounts.player.wood + 1;", + "ctx.accounts.player.energy = ctx.accounts.player.energy - 1;", + "msg!(\\"You chopped a tree and got 1 log. You have {} wood and {} energy left.\\", ctx.accounts.player.wood, ctx.accounts.player.energy);", + "Ok(())", + "}", + "\`\`\`", + "### Calculating the energy", + "The interesting part happens in the update_energy function. We check how much time has passed and calculate the energy that the player will have at the given time.", + "The same thing we will also do in the client. So we basically lazily update the energy instead of polling it all the time.", + "The is a common technic in game development.", + "\`\`\`rust", + "const TIME_TO_REFILL_ENERGY: i64 = 60;", + "const MAX_ENERGY: u64 = 10;", + "pub fn update_energy(&mut self) -> Result<()> {", + "// Get the current timestamp", + "let current_timestamp = Clock::get()?.unix_timestamp;", + "// Calculate the time passed since the last login", + "let mut time_passed: i64 = current_timestamp - self.last_login;", + "// Calculate the time spent refilling energy", + "let mut time_spent = 0;", + "while time_passed >= TIME_TO_REFILL_ENERGY && self.energy < MAX_ENERGY {", + "self.energy += 1;", + "time_passed -= TIME_TO_REFILL_ENERGY;", + "time_spent += TIME_TO_REFILL_ENERGY;", + "}", + "if self.energy >= MAX_ENERGY {", + "self.last_login = current_timestamp;", + "} else {", + "self.last_login += time_spent;", + "}", + "Ok(())", + "}", + "\`\`\`", + "## Js client", + "### Subscribe to account updates", + "It is possible to subscribe to account updates via a websocket. This get updates to this account pushed directly back to the client without the need to poll this data. This allows fast gameplay because the updates usually arrive after around 500ms.", + "\`\`\`js", + "useEffect(() => {", + "if (!publicKey) {", + "return;", + "}", + "const [pda] = PublicKey.findProgramAddressSync(", + "[Buffer.from('player', 'utf8'), publicKey.toBuffer()],", + "new PublicKey(Lumberjack_PROGRAM_ID)", + ");", + "try {", + "program.account.playerData.fetch(pda).then((data) => {", + "setGameState(data);", + "});", + "} catch (e) {", + "window.alert('No player data found, please init!');", + "}", + "connection.onAccountChange(pda, (account) => {", + "setGameState(program.coder.accounts.decode('playerData', account.data));", + "});", + "}, [publicKey]);", + "\`\`\`", + "### Calculate energy and show countdown", + "In the java script client we can then perform the same logic and show a countdown timer for the player so that he knows when the next energy will be available:", + "\`\`\`js", + "const interval = setInterval(async () => {", + "if (gameState == null || gameState.lastLogin == undefined || gameState.energy >= 10) {", + "return;", + "}", + "const lastLoginTime = gameState.lastLogin * 1000;", + "const currentTime = Date.now();", + "const timePassed = (currentTime - lastLoginTime) / 1000;", + "while (timePassed > TIME_TO_REFILL_ENERGY && gameState.energy < MAX_ENERGY) {", + "gameState.energy++;", + "gameState.lastLogin += TIME_TO_REFILL_ENERGY;", + "timePassed -= TIME_TO_REFILL_ENERGY;", + "}", + "setTimePassed(timePassed);", + "const nextEnergyIn = Math.floor(TIME_TO_REFILL_ENERGY - timePassed);", + "setEnergyNextIn(nextEnergyIn > 0 ? nextEnergyIn : 0);", + "}, 1000);", + "return () => clearInterval(interval);", + "}, [gameState, timePassed]);", + "...", + "{(gameState &&
", + "{(\\"Wood: \\" + gameState.wood + \\" Energy: \\" + gameState.energy + \\" Next energy in: \\" + nextEnergyIn )}", + "
)}", + "\`\`\`", + "## Unity client", + "In the Unity client everything interesting happens in the AnchorService.", + "To generate the client code you can follow the instructions here: https://solanacookbook.com/gaming/porting-anchor-to-unity.html#generating-the-client", + "\`\`\`bash", + "cd program", + "dotnet tool install Solana.Unity.Anchor.Tool <- run once", + "dotnet anchorgen -i target/idl/lumberjack.json -o target/idl/Lumberjack.cs", + "\`\`\`", + "### Session keys", + "Session keys is an optional component. What it does is creating a local key pair which is toped up with some sol which can be used to autoapprove transactions. The session token is only allowed on certain functions of the program and has an expiry of 23 hours. Then the player will get the sol back and can create a new session.", + "With this you can now build any energy based game and even if someone builds a bot for the game the most he can do is play optimally, which maybe even easier to achieve when playing normally depending on the logic of your game.", + "This game becomes even better when combined with the Token example from Solana Cookbook and you actually drop some spl token to the players." + ] }, "app": { "path": "./app", "children": { ".DS_Store": { "path": "./app/.DS_Store", - "isBinary": false, - "content": "\\u0000\\u0000\\u0000\\u0001Bud1\\u0000\\u0000 \\u0000\\u0000\\u0000\\b\\u0000\\u0000\\u0000 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\\u0000\\u0000\\u0000\`\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000\\u0000�\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000\\u0001\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000\\u0002\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000\\u0004\\u0000\\u0000\\u0000\\u0000\\u0002\\u0000\\u0000\\b\\u0000\\u0000\\u0000(\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u00000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000@\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0000�\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0001\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0002\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0004\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\b\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000\\u0010\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000 \\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000@\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0000�\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0001\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0002\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0004\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\b\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\u0010\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001 \\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001@\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001\\t�\\f\\u0015\\u001a\\u001f#(-27 {\\n const { publicKey, sendTransaction } = useWallet();\\n const { connection } = useConnection();\\n const sessionWallet = useSessionWallet();\\n const { gameState, playerDataPDA } = useGameState();\\n const [isLoadingSession, setIsLoadingSession] = useState(false);\\n const [isLoadingMainWallet, setIsLoadingMainWallet] = useState(false);\\n const [transactionCounter, setTransactionCounter] = useState(0);\\n\\n const onChopClick = useCallback(async () => {\\n setIsLoadingSession(true);\\n if (!playerDataPDA || !sessionWallet) return;\\n setTransactionCounter(transactionCounter + 1);\\n\\n try {\\n const transaction = await program.methods\\n .chopTree(GAME_DATA_SEED, transactionCounter)\\n .accounts({\\n player: playerDataPDA,\\n gameData: gameDataPDA,\\n signer: sessionWallet.publicKey!,\\n sessionToken: sessionWallet.sessionToken,\\n })\\n .transaction();\\n\\n const txids = await sessionWallet.signAndSendTransaction!(transaction);\\n\\n if (txids && txids.length > 0) {\\n console.log('Transaction sent:', txids);\\n } else {\\n console.error('Failed to send transaction');\\n }\\n } catch (error: any) {\\n console.log('error', \`Chopping failed! \${error?.message}\`);\\n } finally {\\n setIsLoadingSession(false);\\n }\\n }, [sessionWallet]);\\n\\n const onChopMainWalletClick = useCallback(async () => {\\n if (!publicKey || !playerDataPDA) return;\\n\\n setIsLoadingMainWallet(true);\\n\\n try {\\n const transaction = await program.methods\\n .chopTree(GAME_DATA_SEED, transactionCounter)\\n .accounts({\\n player: playerDataPDA,\\n gameData: gameDataPDA,\\n signer: publicKey,\\n sessionToken: null,\\n })\\n .transaction();\\n\\n const txSig = await sendTransaction(transaction, connection, {\\n skipPreflight: true,\\n });\\n console.log(\`https://explorer.solana.com/tx/\${txSig}?cluster=devnet\`);\\n } catch (error: any) {\\n console.log('error', \`Chopping failed! \${error?.message}\`);\\n } finally {\\n setIsLoadingMainWallet(false);\\n }\\n }, [publicKey, playerDataPDA, connection]);\\n\\n return (\\n <>\\n {publicKey && gameState && (\\n \\n \\"Energy\\n \\n {sessionWallet && sessionWallet.sessionToken != null && (\\n \\n Chop tree Session\\n \\n )}\\n \\n Chop tree MainWallet\\n \\n \\n \\n )}\\n \\n );\\n};\\n\\nexport default ChopTreeButton;\\n" + "content": [ + "import Image from 'next/image';", + "import { useCallback, useState } from 'react';", + "import { Button, HStack, VStack } from '@chakra-ui/react';", + "import { useConnection, useWallet } from '@solana/wallet-adapter-react';", + "import { useSessionWallet } from '@magicblock-labs/gum-react-sdk';", + "import { useGameState } from '@/contexts/GameStateProvider';", + "import { GAME_DATA_SEED, gameDataPDA, program } from '@/utils/anchor';", + "const ChopTreeButton = () => {", + "const { publicKey, sendTransaction } = useWallet();", + "const { connection } = useConnection();", + "const sessionWallet = useSessionWallet();", + "const { gameState, playerDataPDA } = useGameState();", + "const [isLoadingSession, setIsLoadingSession] = useState(false);", + "const [isLoadingMainWallet, setIsLoadingMainWallet] = useState(false);", + "const [transactionCounter, setTransactionCounter] = useState(0);", + "const onChopClick = useCallback(async () => {", + "setIsLoadingSession(true);", + "if (!playerDataPDA || !sessionWallet) return;", + "setTransactionCounter(transactionCounter + 1);", + "try {", + "const transaction = await program.methods", + ".chopTree(GAME_DATA_SEED, transactionCounter)", + ".accounts({", + "player: playerDataPDA,", + "gameData: gameDataPDA,", + "signer: sessionWallet.publicKey!,", + "sessionToken: sessionWallet.sessionToken,", + "})", + ".transaction();", + "const txids = await sessionWallet.signAndSendTransaction!(transaction);", + "if (txids && txids.length > 0) {", + "console.log('Transaction sent:', txids);", + "} else {", + "console.error('Failed to send transaction');", + "}", + "} catch (error: any) {", + "console.log('error', \`Chopping failed! \${error?.message}\`);", + "} finally {", + "setIsLoadingSession(false);", + "}", + "}, [sessionWallet]);", + "const onChopMainWalletClick = useCallback(async () => {", + "if (!publicKey || !playerDataPDA) return;", + "setIsLoadingMainWallet(true);", + "try {", + "const transaction = await program.methods", + ".chopTree(GAME_DATA_SEED, transactionCounter)", + ".accounts({", + "player: playerDataPDA,", + "gameData: gameDataPDA,", + "signer: publicKey,", + "sessionToken: null,", + "})", + ".transaction();", + "const txSig = await sendTransaction(transaction, connection, {", + "skipPreflight: true,", + "});", + "console.log(\`https://explorer.solana.com/tx/\${txSig}?cluster=devnet\`);", + "} catch (error: any) {", + "console.log('error', \`Chopping failed! \${error?.message}\`);", + "} finally {", + "setIsLoadingMainWallet(false);", + "}", + "}, [publicKey, playerDataPDA, connection]);", + "return (", + "<>", + "{publicKey && gameState && (", + "", + "\\"Energy", + "", + "{sessionWallet && sessionWallet.sessionToken != null && (", + "", + "Chop tree Session", + "", + ")}", + "", + "Chop tree MainWallet", + "", + "", + "", + ")}", + "", + ");", + "};", + "export default ChopTreeButton;" + ] }, "DisplayGameState.tsx": { "path": "./app/components/DisplayGameState.tsx", "isBinary": false, - "content": "import Image from 'next/image';\\nimport { HStack, VStack, Text } from '@chakra-ui/react';\\nimport { useWallet } from '@solana/wallet-adapter-react';\\nimport { useGameState } from '@/contexts/GameStateProvider';\\nimport { TOTAL_WOOD_AVAILABLE } from '@/utils/anchor';\\n\\nconst DisplayPlayerData = () => {\\n const { publicKey } = useWallet();\\n const { gameState, nextEnergyIn, totalWoodAvailable } = useGameState();\\n\\n return (\\n <>\\n {gameState && publicKey && (\\n \\n \\n \\"Wood\\n Wood: {Number(gameState.wood)}\\n \\n \\n \\"Energy\\n \\n Energy: {Number(gameState.energy)}\\n Next in: {nextEnergyIn}\\n \\n \\n \\n Total Wood available:{' '}\\n {Number(TOTAL_WOOD_AVAILABLE) - Number(totalWoodAvailable)}\\n \\n \\n )}\\n \\n );\\n};\\n\\nexport default DisplayPlayerData;\\n" + "content": [ + "import Image from 'next/image';", + "import { HStack, VStack, Text } from '@chakra-ui/react';", + "import { useWallet } from '@solana/wallet-adapter-react';", + "import { useGameState } from '@/contexts/GameStateProvider';", + "import { TOTAL_WOOD_AVAILABLE } from '@/utils/anchor';", + "const DisplayPlayerData = () => {", + "const { publicKey } = useWallet();", + "const { gameState, nextEnergyIn, totalWoodAvailable } = useGameState();", + "return (", + "<>", + "{gameState && publicKey && (", + "", + "", + "\\"Wood", + "Wood: {Number(gameState.wood)}", + "", + "", + "\\"Energy", + "", + "Energy: {Number(gameState.energy)}", + "Next in: {nextEnergyIn}", + "", + "", + "", + "Total Wood available:{' '}", + "{Number(TOTAL_WOOD_AVAILABLE) - Number(totalWoodAvailable)}", + "", + "", + ")}", + "", + ");", + "};", + "export default DisplayPlayerData;" + ] }, "DisplayNfts.tsx": { "path": "./app/components/DisplayNfts.tsx", "isBinary": false, - "content": "import Image from 'next/image';\\nimport { useWallet } from '@solana/wallet-adapter-react';\\nimport { useNftState } from '@/contexts/NftProvider';\\nimport { useState } from 'react';\\n\\nexport class Nft {\\n name: string;\\n url: string;\\n\\n constructor() {\\n this.url = '';\\n this.name = '';\\n }\\n}\\n\\nconst DisplayNfts = () => {\\n const { publicKey } = useWallet();\\n const { nftState: nftState } = useNftState();\\n const [showItems, setShowItems] = useState(false);\\n\\n const handleButtonClick = () => {\\n setShowItems(!showItems);\\n };\\n\\n var myNfts = new Array();\\n\\n if (nftState != null) {\\n for (var i = 0; i < nftState.items.length; i++) {\\n try {\\n const nftData = nftState.items[i];\\n let nft = new Nft();\\n\\n nft.name = nftData.content.metadata.name;\\n nft.url = nftData.content.links.image;\\n\\n myNfts.push(nft);\\n } catch (error) {\\n console.log(error);\\n }\\n }\\n }\\n\\n function onNftClickedCallback(nft: Nft): void {\\n window.alert('Nft clicked: ' + nft.name);\\n }\\n\\n return (\\n <>\\n {nftState && publicKey && (\\n
\\n \\n {showItems && (\\n
\\n {myNfts.map((nft) => (\\n
\\n

{nft.name}

\\n
\\n {nft.url ? (\\n onNftClickedCallback(nft)}\\n src={nft.url}\\n alt=\\"NFT Icon\\"\\n width={64}\\n height={64}\\n />\\n ) : (\\n
Error loading image
\\n )}\\n
\\n
\\n ))}\\n
\\n )}\\n
\\n )}\\n \\n );\\n};\\n\\nexport default DisplayNfts;\\n" + "content": [ + "import Image from 'next/image';", + "import { useWallet } from '@solana/wallet-adapter-react';", + "import { useNftState } from '@/contexts/NftProvider';", + "import { useState } from 'react';", + "export class Nft {", + "name: string;", + "url: string;", + "constructor() {", + "this.url = '';", + "this.name = '';", + "}", + "}", + "const DisplayNfts = () => {", + "const { publicKey } = useWallet();", + "const { nftState: nftState } = useNftState();", + "const [showItems, setShowItems] = useState(false);", + "const handleButtonClick = () => {", + "setShowItems(!showItems);", + "};", + "var myNfts = new Array();", + "if (nftState != null) {", + "for (var i = 0; i < nftState.items.length; i++) {", + "try {", + "const nftData = nftState.items[i];", + "let nft = new Nft();", + "nft.name = nftData.content.metadata.name;", + "nft.url = nftData.content.links.image;", + "myNfts.push(nft);", + "} catch (error) {", + "console.log(error);", + "}", + "}", + "}", + "function onNftClickedCallback(nft: Nft): void {", + "window.alert('Nft clicked: ' + nft.name);", + "}", + "return (", + "<>", + "{nftState && publicKey && (", + "
", + "", + "{showItems && (", + "
", + "{myNfts.map((nft) => (", + "
", + "

{nft.name}

", + "
", + "{nft.url ? (", + " onNftClickedCallback(nft)}", + "src={nft.url}", + "alt=\\"NFT Icon\\"", + "width={64}", + "height={64}", + "/>", + ") : (", + "
Error loading image
", + ")}", + "
", + "
", + "))}", + "
", + ")}", + "
", + ")}", + "", + ");", + "};", + "export default DisplayNfts;" + ] }, "InitPlayerButton.tsx": { "path": "./app/components/InitPlayerButton.tsx", "isBinary": false, - "content": "import { useCallback, useState } from 'react';\\nimport { Button } from '@chakra-ui/react';\\nimport { SystemProgram } from '@solana/web3.js';\\nimport { useConnection, useWallet } from '@solana/wallet-adapter-react';\\nimport { useGameState } from '@/contexts/GameStateProvider';\\nimport { GAME_DATA_SEED, gameDataPDA, program } from '@/utils/anchor';\\n\\nconst InitPlayerButton = () => {\\n const { publicKey, sendTransaction } = useWallet();\\n const { connection } = useConnection();\\n const [isLoading, setIsLoading] = useState(false);\\n const { gameState, playerDataPDA } = useGameState();\\n\\n // Init player button click handler\\n const handleClick = useCallback(async () => {\\n if (!publicKey || !playerDataPDA) return;\\n\\n setIsLoading(true);\\n\\n try {\\n const transaction = await program.methods\\n .initPlayer(GAME_DATA_SEED)\\n .accounts({\\n player: playerDataPDA,\\n gameData: gameDataPDA,\\n signer: publicKey,\\n systemProgram: SystemProgram.programId,\\n })\\n .transaction();\\n\\n const txSig = await sendTransaction(transaction, connection, {\\n skipPreflight: true,\\n });\\n\\n console.log(\`https://explorer.solana.com/tx/\${txSig}?cluster=devnet\`);\\n } catch (error) {\\n console.log(error);\\n } finally {\\n setIsLoading(false); // set loading state back to false\\n }\\n }, [publicKey, playerDataPDA, connection]);\\n\\n return (\\n <>\\n {!gameState && publicKey && (\\n \\n )}\\n \\n );\\n};\\n\\nexport default InitPlayerButton;\\n" + "content": [ + "import { useCallback, useState } from 'react';", + "import { Button } from '@chakra-ui/react';", + "import { SystemProgram } from '@solana/web3.js';", + "import { useConnection, useWallet } from '@solana/wallet-adapter-react';", + "import { useGameState } from '@/contexts/GameStateProvider';", + "import { GAME_DATA_SEED, gameDataPDA, program } from '@/utils/anchor';", + "const InitPlayerButton = () => {", + "const { publicKey, sendTransaction } = useWallet();", + "const { connection } = useConnection();", + "const [isLoading, setIsLoading] = useState(false);", + "const { gameState, playerDataPDA } = useGameState();", + "// Init player button click handler", + "const handleClick = useCallback(async () => {", + "if (!publicKey || !playerDataPDA) return;", + "setIsLoading(true);", + "try {", + "const transaction = await program.methods", + ".initPlayer(GAME_DATA_SEED)", + ".accounts({", + "player: playerDataPDA,", + "gameData: gameDataPDA,", + "signer: publicKey,", + "systemProgram: SystemProgram.programId,", + "})", + ".transaction();", + "const txSig = await sendTransaction(transaction, connection, {", + "skipPreflight: true,", + "});", + "console.log(\`https://explorer.solana.com/tx/\${txSig}?cluster=devnet\`);", + "} catch (error) {", + "console.log(error);", + "} finally {", + "setIsLoading(false); // set loading state back to false", + "}", + "}, [publicKey, playerDataPDA, connection]);", + "return (", + "<>", + "{!gameState && publicKey && (", + "", + ")}", + "", + ");", + "};", + "export default InitPlayerButton;" + ] }, "RequestAirdrop.tsx": { "path": "./app/components/RequestAirdrop.tsx", "isBinary": false, - "content": "import { useCallback, useEffect, useState } from 'react';\\nimport { Button, Text } from '@chakra-ui/react';\\nimport { LAMPORTS_PER_SOL } from '@solana/web3.js';\\nimport { useConnection, useWallet } from '@solana/wallet-adapter-react';\\n\\nconst RequestAirdrop = () => {\\n const { publicKey } = useWallet();\\n const { connection } = useConnection();\\n const [balance, setBalance] = useState(0);\\n const [isLoading, setIsLoading] = useState(false);\\n\\n const getBalance = useCallback(async () => {\\n if (!publicKey) return;\\n const balance = await connection.getBalance(publicKey, 'confirmed');\\n setBalance(balance / LAMPORTS_PER_SOL);\\n }, [publicKey, connection]);\\n\\n const onClick = useCallback(async () => {\\n setIsLoading(true);\\n if (!publicKey) return;\\n try {\\n const txSig = await connection.requestAirdrop(\\n publicKey,\\n LAMPORTS_PER_SOL\\n );\\n await connection.confirmTransaction(txSig);\\n getBalance();\\n } catch (error: any) {\\n alert(error.message);\\n } finally {\\n setIsLoading(false);\\n }\\n }, [publicKey, connection, getBalance]);\\n\\n useEffect(() => {\\n getBalance();\\n }, [getBalance]);\\n\\n return (\\n <>\\n {publicKey &&\\n (balance <= 0 ? (\\n \\n ) : (\\n Balance: {Number(balance).toFixed(3)}\\n ))}\\n \\n );\\n};\\n\\nexport default RequestAirdrop;\\n" + "content": [ + "import { useCallback, useEffect, useState } from 'react';", + "import { Button, Text } from '@chakra-ui/react';", + "import { LAMPORTS_PER_SOL } from '@solana/web3.js';", + "import { useConnection, useWallet } from '@solana/wallet-adapter-react';", + "const RequestAirdrop = () => {", + "const { publicKey } = useWallet();", + "const { connection } = useConnection();", + "const [balance, setBalance] = useState(0);", + "const [isLoading, setIsLoading] = useState(false);", + "const getBalance = useCallback(async () => {", + "if (!publicKey) return;", + "const balance = await connection.getBalance(publicKey, 'confirmed');", + "setBalance(balance / LAMPORTS_PER_SOL);", + "}, [publicKey, connection]);", + "const onClick = useCallback(async () => {", + "setIsLoading(true);", + "if (!publicKey) return;", + "try {", + "const txSig = await connection.requestAirdrop(", + "publicKey,", + "LAMPORTS_PER_SOL", + ");", + "await connection.confirmTransaction(txSig);", + "getBalance();", + "} catch (error: any) {", + "alert(error.message);", + "} finally {", + "setIsLoading(false);", + "}", + "}, [publicKey, connection, getBalance]);", + "useEffect(() => {", + "getBalance();", + "}, [getBalance]);", + "return (", + "<>", + "{publicKey &&", + "(balance <= 0 ? (", + "", + ") : (", + "Balance: {Number(balance).toFixed(3)}", + "))}", + "", + ");", + "};", + "export default RequestAirdrop;" + ] }, "SessionKeyButton.tsx": { "path": "./app/components/SessionKeyButton.tsx", "isBinary": false, - "content": "import { useState } from 'react';\\nimport { Button } from '@chakra-ui/react';\\nimport { useWallet } from '@solana/wallet-adapter-react';\\nimport { useSessionWallet } from '@magicblock-labs/gum-react-sdk';\\nimport { useGameState } from '@/contexts/GameStateProvider';\\nimport { program } from '@/utils/anchor';\\n\\nconst SessionKeyButton = () => {\\n const { publicKey } = useWallet();\\n const { gameState } = useGameState();\\n const sessionWallet = useSessionWallet();\\n const [isLoading, setIsLoading] = useState(false);\\n\\n const handleCreateSession = async () => {\\n setIsLoading(true);\\n const topUp = true;\\n const expiryInMinutes = 600;\\n\\n try {\\n const session = await sessionWallet.createSession(\\n program.programId,\\n topUp,\\n expiryInMinutes\\n );\\n console.log('Session created:', session);\\n } catch (error) {\\n console.error('Failed to create session:', error);\\n } finally {\\n setIsLoading(false);\\n }\\n };\\n\\n const handleRevokeSession = async () => {\\n setIsLoading(true);\\n try {\\n await sessionWallet.revokeSession();\\n console.log('Session revoked');\\n } catch (error) {\\n console.error('Failed to revoke session:', error);\\n } finally {\\n setIsLoading(false);\\n }\\n };\\n\\n return (\\n <>\\n {publicKey && gameState && (\\n \\n {sessionWallet && sessionWallet.sessionToken == null\\n ? 'Create session'\\n : 'Revoke Session'}\\n \\n )}\\n \\n );\\n};\\n\\nexport default SessionKeyButton;\\n" + "content": [ + "import { useState } from 'react';", + "import { Button } from '@chakra-ui/react';", + "import { useWallet } from '@solana/wallet-adapter-react';", + "import { useSessionWallet } from '@magicblock-labs/gum-react-sdk';", + "import { useGameState } from '@/contexts/GameStateProvider';", + "import { program } from '@/utils/anchor';", + "const SessionKeyButton = () => {", + "const { publicKey } = useWallet();", + "const { gameState } = useGameState();", + "const sessionWallet = useSessionWallet();", + "const [isLoading, setIsLoading] = useState(false);", + "const handleCreateSession = async () => {", + "setIsLoading(true);", + "const topUp = true;", + "const expiryInMinutes = 600;", + "try {", + "const session = await sessionWallet.createSession(", + "program.programId,", + "topUp,", + "expiryInMinutes", + ");", + "console.log('Session created:', session);", + "} catch (error) {", + "console.error('Failed to create session:', error);", + "} finally {", + "setIsLoading(false);", + "}", + "};", + "const handleRevokeSession = async () => {", + "setIsLoading(true);", + "try {", + "await sessionWallet.revokeSession();", + "console.log('Session revoked');", + "} catch (error) {", + "console.error('Failed to revoke session:', error);", + "} finally {", + "setIsLoading(false);", + "}", + "};", + "return (", + "<>", + "{publicKey && gameState && (", + "", + "{sessionWallet && sessionWallet.sessionToken == null", + "? 'Create session'", + ": 'Revoke Session'}", + "", + ")}", + "", + ");", + "};", + "export default SessionKeyButton;" + ] }, "WalletMultiButton.tsx": { "path": "./app/components/WalletMultiButton.tsx", "isBinary": false, - "content": "import dynamic from 'next/dynamic';\\n\\nexport const WalletMultiButtonDynamic = dynamic(\\n async () =>\\n (await import('@solana/wallet-adapter-react-ui')).WalletMultiButton,\\n { ssr: false }\\n);\\n\\nconst WalletMultiButton = () => {\\n return ;\\n};\\n\\nexport default WalletMultiButton;\\n" + "content": [ + "import dynamic from 'next/dynamic';", + "export const WalletMultiButtonDynamic = dynamic(", + "async () =>", + "(await import('@solana/wallet-adapter-react-ui')).WalletMultiButton,", + "{ ssr: false }", + ");", + "const WalletMultiButton = () => {", + "return ;", + "};", + "export default WalletMultiButton;" + ] } } }, @@ -101,22 +734,262 @@ exports[`preset generator should run successfully 1`] = ` "GameStateProvider.tsx": { "path": "./app/contexts/GameStateProvider.tsx", "isBinary": false, - "content": "import { createContext, useContext, useEffect, useState } from 'react';\\nimport { PublicKey } from '@solana/web3.js';\\nimport { useConnection, useWallet } from '@solana/wallet-adapter-react';\\nimport {\\n program,\\n PlayerData,\\n MAX_ENERGY,\\n TIME_TO_REFILL_ENERGY,\\n GameData,\\n GAME_DATA_SEED,\\n} from '@/utils/anchor';\\nimport { BN } from '@coral-xyz/anchor';\\n\\nconst GameStateContext = createContext<{\\n playerDataPDA: PublicKey | null;\\n gameState: PlayerData | null;\\n nextEnergyIn: number;\\n totalWoodAvailable: number | null;\\n}>({\\n playerDataPDA: null,\\n gameState: null,\\n nextEnergyIn: 0,\\n totalWoodAvailable: 0,\\n});\\n\\nexport const useGameState = () => useContext(GameStateContext);\\n\\nexport const GameStateProvider = ({\\n children,\\n}: {\\n children: React.ReactNode;\\n}) => {\\n const { publicKey } = useWallet();\\n const { connection } = useConnection();\\n\\n const [playerDataPDA, setPlayerData] = useState(null);\\n const [playerState, setPlayerState] = useState(null);\\n const [timePassed, setTimePassed] = useState([]);\\n const [nextEnergyIn, setEnergyNextIn] = useState(0);\\n const [gameDataPDA, setGameDataPDA] = useState(null);\\n const [gameData, setGameData] = useState(null);\\n const [totalWoodAvailable, setTotalWoodAvailable] = useState(\\n 0\\n );\\n\\n useEffect(() => {\\n setPlayerState(null);\\n if (!publicKey) {\\n return;\\n }\\n const [pda] = PublicKey.findProgramAddressSync(\\n [Buffer.from('player', 'utf8'), publicKey.toBuffer()],\\n program.programId\\n );\\n setPlayerData(pda);\\n\\n program.account.playerData\\n .fetch(pda)\\n .then((data) => {\\n setPlayerState(data);\\n })\\n .catch((error) => {\\n window.alert('No player data found, please init!');\\n });\\n\\n connection.onAccountChange(pda, (account) => {\\n setPlayerState(program.coder.accounts.decode('playerData', account.data));\\n });\\n }, [publicKey]);\\n\\n useEffect(() => {\\n setGameData(null);\\n if (!publicKey) {\\n return;\\n }\\n const [pda] = PublicKey.findProgramAddressSync(\\n [Buffer.from(GAME_DATA_SEED, 'utf8')],\\n program.programId\\n );\\n setGameDataPDA(gameDataPDA);\\n\\n program.account.gameData\\n .fetch(pda)\\n .then((data) => {\\n setGameData(data);\\n setTotalWoodAvailable(data.totalWoodCollected.toNumber());\\n })\\n .catch((error) => {\\n window.alert('No game data found, please init!');\\n });\\n\\n connection.onAccountChange(pda, (account) => {\\n const newGameData = program.coder.accounts.decode(\\n 'gameData',\\n account.data\\n );\\n setGameData(newGameData);\\n setTotalWoodAvailable(newGameData.totalWoodCollected.toNumber());\\n });\\n }, [publicKey]);\\n\\n useEffect(() => {\\n const interval = setInterval(async () => {\\n if (\\n playerState == null ||\\n playerState.lastLogin == undefined ||\\n playerState.energy.toNumber() >= MAX_ENERGY\\n ) {\\n return;\\n }\\n\\n const lastLoginTime = playerState.lastLogin.toNumber() * 1000;\\n const currentTime = Date.now();\\n let timePassed = (currentTime - lastLoginTime) / 1000;\\n\\n while (\\n timePassed >= TIME_TO_REFILL_ENERGY.toNumber() &&\\n playerState.energy.toNumber() < MAX_ENERGY\\n ) {\\n playerState.energy = playerState.energy.add(new BN(1));\\n playerState.lastLogin = playerState.lastLogin.add(\\n TIME_TO_REFILL_ENERGY\\n );\\n timePassed -= TIME_TO_REFILL_ENERGY.toNumber();\\n }\\n\\n setTimePassed(timePassed);\\n\\n const nextEnergyIn = Math.floor(\\n TIME_TO_REFILL_ENERGY.toNumber() - timePassed\\n );\\n setEnergyNextIn(nextEnergyIn > 0 ? nextEnergyIn : 0);\\n }, 1000);\\n\\n return () => clearInterval(interval);\\n }, [playerState, timePassed, nextEnergyIn]);\\n\\n return (\\n \\n {children}\\n \\n );\\n};\\n" + "content": [ + "import { createContext, useContext, useEffect, useState } from 'react';", + "import { PublicKey } from '@solana/web3.js';", + "import { useConnection, useWallet } from '@solana/wallet-adapter-react';", + "import {", + "program,", + "PlayerData,", + "MAX_ENERGY,", + "TIME_TO_REFILL_ENERGY,", + "GameData,", + "GAME_DATA_SEED,", + "} from '@/utils/anchor';", + "import { BN } from '@coral-xyz/anchor';", + "const GameStateContext = createContext<{", + "playerDataPDA: PublicKey | null;", + "gameState: PlayerData | null;", + "nextEnergyIn: number;", + "totalWoodAvailable: number | null;", + "}>({", + "playerDataPDA: null,", + "gameState: null,", + "nextEnergyIn: 0,", + "totalWoodAvailable: 0,", + "});", + "export const useGameState = () => useContext(GameStateContext);", + "export const GameStateProvider = ({", + "children,", + "}: {", + "children: React.ReactNode;", + "}) => {", + "const { publicKey } = useWallet();", + "const { connection } = useConnection();", + "const [playerDataPDA, setPlayerData] = useState(null);", + "const [playerState, setPlayerState] = useState(null);", + "const [timePassed, setTimePassed] = useState([]);", + "const [nextEnergyIn, setEnergyNextIn] = useState(0);", + "const [gameDataPDA, setGameDataPDA] = useState(null);", + "const [gameData, setGameData] = useState(null);", + "const [totalWoodAvailable, setTotalWoodAvailable] = useState(", + "0", + ");", + "useEffect(() => {", + "setPlayerState(null);", + "if (!publicKey) {", + "return;", + "}", + "const [pda] = PublicKey.findProgramAddressSync(", + "[Buffer.from('player', 'utf8'), publicKey.toBuffer()],", + "program.programId", + ");", + "setPlayerData(pda);", + "program.account.playerData", + ".fetch(pda)", + ".then((data) => {", + "setPlayerState(data);", + "})", + ".catch((error) => {", + "window.alert('No player data found, please init!');", + "});", + "connection.onAccountChange(pda, (account) => {", + "setPlayerState(program.coder.accounts.decode('playerData', account.data));", + "});", + "}, [publicKey]);", + "useEffect(() => {", + "setGameData(null);", + "if (!publicKey) {", + "return;", + "}", + "const [pda] = PublicKey.findProgramAddressSync(", + "[Buffer.from(GAME_DATA_SEED, 'utf8')],", + "program.programId", + ");", + "setGameDataPDA(gameDataPDA);", + "program.account.gameData", + ".fetch(pda)", + ".then((data) => {", + "setGameData(data);", + "setTotalWoodAvailable(data.totalWoodCollected.toNumber());", + "})", + ".catch((error) => {", + "window.alert('No game data found, please init!');", + "});", + "connection.onAccountChange(pda, (account) => {", + "const newGameData = program.coder.accounts.decode(", + "'gameData',", + "account.data", + ");", + "setGameData(newGameData);", + "setTotalWoodAvailable(newGameData.totalWoodCollected.toNumber());", + "});", + "}, [publicKey]);", + "useEffect(() => {", + "const interval = setInterval(async () => {", + "if (", + "playerState == null ||", + "playerState.lastLogin == undefined ||", + "playerState.energy.toNumber() >= MAX_ENERGY", + ") {", + "return;", + "}", + "const lastLoginTime = playerState.lastLogin.toNumber() * 1000;", + "const currentTime = Date.now();", + "let timePassed = (currentTime - lastLoginTime) / 1000;", + "while (", + "timePassed >= TIME_TO_REFILL_ENERGY.toNumber() &&", + "playerState.energy.toNumber() < MAX_ENERGY", + ") {", + "playerState.energy = playerState.energy.add(new BN(1));", + "playerState.lastLogin = playerState.lastLogin.add(", + "TIME_TO_REFILL_ENERGY", + ");", + "timePassed -= TIME_TO_REFILL_ENERGY.toNumber();", + "}", + "setTimePassed(timePassed);", + "const nextEnergyIn = Math.floor(", + "TIME_TO_REFILL_ENERGY.toNumber() - timePassed", + ");", + "setEnergyNextIn(nextEnergyIn > 0 ? nextEnergyIn : 0);", + "}, 1000);", + "return () => clearInterval(interval);", + "}, [playerState, timePassed, nextEnergyIn]);", + "return (", + "", + "{children}", + "", + ");", + "};" + ] }, "NftProvider.tsx": { "path": "./app/contexts/NftProvider.tsx", "isBinary": false, - "content": "import { createContext, useContext, useEffect, useState } from 'react';\\nimport { PublicKey } from '@solana/web3.js';\\nimport { useWallet } from '@solana/wallet-adapter-react';\\nimport { CONNECTION } from '@/utils/anchor';\\n\\nconst NftContext = createContext<{\\n nftState: any | null;\\n}>({\\n nftState: null,\\n});\\n\\nexport const useNftState = () => useContext(NftContext);\\n\\nexport const NftProvider = ({ children }: { children: React.ReactNode }) => {\\n const { publicKey } = useWallet();\\n\\n const [nftState, setNftState] = useState(null);\\n\\n useEffect(() => {\\n setNftState(null);\\n if (!publicKey) {\\n return;\\n }\\n\\n getAssetsByOwner(publicKey);\\n }, [publicKey]);\\n\\n async function getAssetsByOwner(ownerAddress: PublicKey) {\\n const sortBy = {\\n sortBy: 'created',\\n sortDirection: 'asc',\\n };\\n const limit = 1000;\\n const page = 1;\\n const before = '';\\n const after = '';\\n const allAssetsOwned = await CONNECTION.getAssetsByOwner(\\n ownerAddress.toBase58(),\\n sortBy,\\n limit,\\n page,\\n before,\\n after\\n );\\n\\n setNftState(allAssetsOwned);\\n console.log(allAssetsOwned);\\n }\\n\\n return (\\n \\n {children}\\n \\n );\\n};\\n" + "content": [ + "import { createContext, useContext, useEffect, useState } from 'react';", + "import { PublicKey } from '@solana/web3.js';", + "import { useWallet } from '@solana/wallet-adapter-react';", + "import { CONNECTION } from '@/utils/anchor';", + "const NftContext = createContext<{", + "nftState: any | null;", + "}>({", + "nftState: null,", + "});", + "export const useNftState = () => useContext(NftContext);", + "export const NftProvider = ({ children }: { children: React.ReactNode }) => {", + "const { publicKey } = useWallet();", + "const [nftState, setNftState] = useState(null);", + "useEffect(() => {", + "setNftState(null);", + "if (!publicKey) {", + "return;", + "}", + "getAssetsByOwner(publicKey);", + "}, [publicKey]);", + "async function getAssetsByOwner(ownerAddress: PublicKey) {", + "const sortBy = {", + "sortBy: 'created',", + "sortDirection: 'asc',", + "};", + "const limit = 1000;", + "const page = 1;", + "const before = '';", + "const after = '';", + "const allAssetsOwned = await CONNECTION.getAssetsByOwner(", + "ownerAddress.toBase58(),", + "sortBy,", + "limit,", + "page,", + "before,", + "after", + ");", + "setNftState(allAssetsOwned);", + "console.log(allAssetsOwned);", + "}", + "return (", + "", + "{children}", + "", + ");", + "};" + ] }, "SessionProvider.tsx": { "path": "./app/contexts/SessionProvider.tsx", "isBinary": false, - "content": "import {\\n SessionWalletProvider,\\n useSessionKeyManager,\\n} from '@magicblock-labs/gum-react-sdk';\\n\\nimport {\\n AnchorWallet,\\n useAnchorWallet,\\n useConnection,\\n} from '@solana/wallet-adapter-react';\\n\\ninterface SessionProviderProps {\\n children: React.ReactNode;\\n}\\n\\nconst SessionProvider: React.FC = ({ children }) => {\\n const { connection } = useConnection();\\n const anchorWallet = useAnchorWallet() as AnchorWallet;\\n const cluster = 'devnet'; // or \\"mainnet-beta\\", \\"testnet\\", \\"localnet\\"\\n const sessionWallet = useSessionKeyManager(anchorWallet, connection, cluster);\\n\\n return (\\n \\n {children}\\n \\n );\\n};\\n\\nexport default SessionProvider;\\n" + "content": [ + "import {", + "SessionWalletProvider,", + "useSessionKeyManager,", + "} from '@magicblock-labs/gum-react-sdk';", + "import {", + "AnchorWallet,", + "useAnchorWallet,", + "useConnection,", + "} from '@solana/wallet-adapter-react';", + "interface SessionProviderProps {", + "children: React.ReactNode;", + "}", + "const SessionProvider: React.FC = ({ children }) => {", + "const { connection } = useConnection();", + "const anchorWallet = useAnchorWallet() as AnchorWallet;", + "const cluster = 'devnet'; // or \\"mainnet-beta\\", \\"testnet\\", \\"localnet\\"", + "const sessionWallet = useSessionKeyManager(anchorWallet, connection, cluster);", + "return (", + "", + "{children}", + "", + ");", + "};", + "export default SessionProvider;" + ] }, "WalletContextProvider.tsx": { "path": "./app/contexts/WalletContextProvider.tsx", "isBinary": false, - "content": "import { FC, ReactNode, useMemo } from 'react';\\nimport { WalletAdapterNetwork } from '@solana/wallet-adapter-base';\\nimport {\\n ConnectionProvider,\\n WalletProvider,\\n} from '@solana/wallet-adapter-react';\\nimport { WalletModalProvider } from '@solana/wallet-adapter-react-ui';\\nimport {\\n PhantomWalletAdapter,\\n SolflareWalletAdapter,\\n} from '@solana/wallet-adapter-wallets';\\nimport { clusterApiUrl } from '@solana/web3.js';\\nrequire('@solana/wallet-adapter-react-ui/styles.css');\\n\\nconst WalletContextProvider: FC<{ children: ReactNode }> = ({ children }) => {\\n const network = WalletAdapterNetwork.Devnet;\\n const endpoint = useMemo(() => clusterApiUrl(network), [network]);\\n\\n const wallets = useMemo(\\n () => [new PhantomWalletAdapter(), new SolflareWalletAdapter()],\\n [network]\\n );\\n\\n return (\\n \\n \\n {children}\\n \\n \\n );\\n};\\n\\nexport default WalletContextProvider;\\n" + "content": [ + "import { FC, ReactNode, useMemo } from 'react';", + "import { WalletAdapterNetwork } from '@solana/wallet-adapter-base';", + "import {", + "ConnectionProvider,", + "WalletProvider,", + "} from '@solana/wallet-adapter-react';", + "import { WalletModalProvider } from '@solana/wallet-adapter-react-ui';", + "import {", + "PhantomWalletAdapter,", + "SolflareWalletAdapter,", + "} from '@solana/wallet-adapter-wallets';", + "import { clusterApiUrl } from '@solana/web3.js';", + "require('@solana/wallet-adapter-react-ui/styles.css');", + "const WalletContextProvider: FC<{ children: ReactNode }> = ({ children }) => {", + "const network = WalletAdapterNetwork.Devnet;", + "const endpoint = useMemo(() => clusterApiUrl(network), [network]);", + "const wallets = useMemo(", + "() => [new PhantomWalletAdapter(), new SolflareWalletAdapter()],", + "[network]", + ");", + "return (", + "", + "", + "{children}", + "", + "", + ");", + "};", + "export default WalletContextProvider;" + ] } } }, @@ -126,24 +999,371 @@ exports[`preset generator should run successfully 1`] = ` "lumberjack.ts": { "path": "./app/idl/lumberjack.ts", "isBinary": false, - "content": "export type Lumberjack = {\\n version: '0.1.0';\\n name: 'lumberjack';\\n instructions: [\\n {\\n name: 'initPlayer';\\n accounts: [\\n {\\n name: 'player';\\n isMut: true;\\n isSigner: false;\\n },\\n {\\n name: 'gameData';\\n isMut: true;\\n isSigner: false;\\n },\\n {\\n name: 'signer';\\n isMut: true;\\n isSigner: true;\\n },\\n {\\n name: 'systemProgram';\\n isMut: false;\\n isSigner: false;\\n }\\n ];\\n args: [\\n {\\n name: 'levelSeed';\\n type: 'string';\\n }\\n ];\\n },\\n {\\n name: 'chopTree';\\n accounts: [\\n {\\n name: 'sessionToken';\\n isMut: false;\\n isSigner: false;\\n isOptional: true;\\n },\\n {\\n name: 'player';\\n isMut: true;\\n isSigner: false;\\n },\\n {\\n name: 'gameData';\\n isMut: true;\\n isSigner: false;\\n },\\n {\\n name: 'signer';\\n isMut: true;\\n isSigner: true;\\n },\\n {\\n name: 'systemProgram';\\n isMut: false;\\n isSigner: false;\\n }\\n ];\\n args: [\\n {\\n name: 'levelSeed';\\n type: 'string';\\n },\\n {\\n name: 'counter';\\n type: 'u16';\\n }\\n ];\\n }\\n ];\\n accounts: [\\n {\\n name: 'gameData';\\n type: {\\n kind: 'struct';\\n fields: [\\n {\\n name: 'totalWoodCollected';\\n type: 'u64';\\n }\\n ];\\n };\\n },\\n {\\n name: 'playerData';\\n type: {\\n kind: 'struct';\\n fields: [\\n {\\n name: 'authority';\\n type: 'publicKey';\\n },\\n {\\n name: 'name';\\n type: 'string';\\n },\\n {\\n name: 'level';\\n type: 'u8';\\n },\\n {\\n name: 'xp';\\n type: 'u64';\\n },\\n {\\n name: 'wood';\\n type: 'u64';\\n },\\n {\\n name: 'energy';\\n type: 'u64';\\n },\\n {\\n name: 'lastLogin';\\n type: 'i64';\\n },\\n {\\n name: 'lastId';\\n type: 'u16';\\n }\\n ];\\n };\\n }\\n ];\\n errors: [\\n {\\n code: 6000;\\n name: 'NotEnoughEnergy';\\n msg: 'Not enough energy';\\n },\\n {\\n code: 6001;\\n name: 'WrongAuthority';\\n msg: 'Wrong Authority';\\n }\\n ];\\n};\\n\\nexport const IDL: Lumberjack = {\\n version: '0.1.0',\\n name: 'lumberjack',\\n instructions: [\\n {\\n name: 'initPlayer',\\n accounts: [\\n {\\n name: 'player',\\n isMut: true,\\n isSigner: false,\\n },\\n {\\n name: 'gameData',\\n isMut: true,\\n isSigner: false,\\n },\\n {\\n name: 'signer',\\n isMut: true,\\n isSigner: true,\\n },\\n {\\n name: 'systemProgram',\\n isMut: false,\\n isSigner: false,\\n },\\n ],\\n args: [\\n {\\n name: 'levelSeed',\\n type: 'string',\\n },\\n ],\\n },\\n {\\n name: 'chopTree',\\n accounts: [\\n {\\n name: 'sessionToken',\\n isMut: false,\\n isSigner: false,\\n isOptional: true,\\n },\\n {\\n name: 'player',\\n isMut: true,\\n isSigner: false,\\n },\\n {\\n name: 'gameData',\\n isMut: true,\\n isSigner: false,\\n },\\n {\\n name: 'signer',\\n isMut: true,\\n isSigner: true,\\n },\\n {\\n name: 'systemProgram',\\n isMut: false,\\n isSigner: false,\\n },\\n ],\\n args: [\\n {\\n name: 'levelSeed',\\n type: 'string',\\n },\\n {\\n name: 'counter',\\n type: 'u16',\\n },\\n ],\\n },\\n ],\\n accounts: [\\n {\\n name: 'gameData',\\n type: {\\n kind: 'struct',\\n fields: [\\n {\\n name: 'totalWoodCollected',\\n type: 'u64',\\n },\\n ],\\n },\\n },\\n {\\n name: 'playerData',\\n type: {\\n kind: 'struct',\\n fields: [\\n {\\n name: 'authority',\\n type: 'publicKey',\\n },\\n {\\n name: 'name',\\n type: 'string',\\n },\\n {\\n name: 'level',\\n type: 'u8',\\n },\\n {\\n name: 'xp',\\n type: 'u64',\\n },\\n {\\n name: 'wood',\\n type: 'u64',\\n },\\n {\\n name: 'energy',\\n type: 'u64',\\n },\\n {\\n name: 'lastLogin',\\n type: 'i64',\\n },\\n {\\n name: 'lastId',\\n type: 'u16',\\n },\\n ],\\n },\\n },\\n ],\\n errors: [\\n {\\n code: 6000,\\n name: 'NotEnoughEnergy',\\n msg: 'Not enough energy',\\n },\\n {\\n code: 6001,\\n name: 'WrongAuthority',\\n msg: 'Wrong Authority',\\n },\\n ],\\n};\\n" + "content": [ + "export type Lumberjack = {", + "version: '0.1.0';", + "name: 'lumberjack';", + "instructions: [", + "{", + "name: 'initPlayer';", + "accounts: [", + "{", + "name: 'player';", + "isMut: true;", + "isSigner: false;", + "},", + "{", + "name: 'gameData';", + "isMut: true;", + "isSigner: false;", + "},", + "{", + "name: 'signer';", + "isMut: true;", + "isSigner: true;", + "},", + "{", + "name: 'systemProgram';", + "isMut: false;", + "isSigner: false;", + "}", + "];", + "args: [", + "{", + "name: 'levelSeed';", + "type: 'string';", + "}", + "];", + "},", + "{", + "name: 'chopTree';", + "accounts: [", + "{", + "name: 'sessionToken';", + "isMut: false;", + "isSigner: false;", + "isOptional: true;", + "},", + "{", + "name: 'player';", + "isMut: true;", + "isSigner: false;", + "},", + "{", + "name: 'gameData';", + "isMut: true;", + "isSigner: false;", + "},", + "{", + "name: 'signer';", + "isMut: true;", + "isSigner: true;", + "},", + "{", + "name: 'systemProgram';", + "isMut: false;", + "isSigner: false;", + "}", + "];", + "args: [", + "{", + "name: 'levelSeed';", + "type: 'string';", + "},", + "{", + "name: 'counter';", + "type: 'u16';", + "}", + "];", + "}", + "];", + "accounts: [", + "{", + "name: 'gameData';", + "type: {", + "kind: 'struct';", + "fields: [", + "{", + "name: 'totalWoodCollected';", + "type: 'u64';", + "}", + "];", + "};", + "},", + "{", + "name: 'playerData';", + "type: {", + "kind: 'struct';", + "fields: [", + "{", + "name: 'authority';", + "type: 'publicKey';", + "},", + "{", + "name: 'name';", + "type: 'string';", + "},", + "{", + "name: 'level';", + "type: 'u8';", + "},", + "{", + "name: 'xp';", + "type: 'u64';", + "},", + "{", + "name: 'wood';", + "type: 'u64';", + "},", + "{", + "name: 'energy';", + "type: 'u64';", + "},", + "{", + "name: 'lastLogin';", + "type: 'i64';", + "},", + "{", + "name: 'lastId';", + "type: 'u16';", + "}", + "];", + "};", + "}", + "];", + "errors: [", + "{", + "code: 6000;", + "name: 'NotEnoughEnergy';", + "msg: 'Not enough energy';", + "},", + "{", + "code: 6001;", + "name: 'WrongAuthority';", + "msg: 'Wrong Authority';", + "}", + "];", + "};", + "export const IDL: Lumberjack = {", + "version: '0.1.0',", + "name: 'lumberjack',", + "instructions: [", + "{", + "name: 'initPlayer',", + "accounts: [", + "{", + "name: 'player',", + "isMut: true,", + "isSigner: false,", + "},", + "{", + "name: 'gameData',", + "isMut: true,", + "isSigner: false,", + "},", + "{", + "name: 'signer',", + "isMut: true,", + "isSigner: true,", + "},", + "{", + "name: 'systemProgram',", + "isMut: false,", + "isSigner: false,", + "},", + "],", + "args: [", + "{", + "name: 'levelSeed',", + "type: 'string',", + "},", + "],", + "},", + "{", + "name: 'chopTree',", + "accounts: [", + "{", + "name: 'sessionToken',", + "isMut: false,", + "isSigner: false,", + "isOptional: true,", + "},", + "{", + "name: 'player',", + "isMut: true,", + "isSigner: false,", + "},", + "{", + "name: 'gameData',", + "isMut: true,", + "isSigner: false,", + "},", + "{", + "name: 'signer',", + "isMut: true,", + "isSigner: true,", + "},", + "{", + "name: 'systemProgram',", + "isMut: false,", + "isSigner: false,", + "},", + "],", + "args: [", + "{", + "name: 'levelSeed',", + "type: 'string',", + "},", + "{", + "name: 'counter',", + "type: 'u16',", + "},", + "],", + "},", + "],", + "accounts: [", + "{", + "name: 'gameData',", + "type: {", + "kind: 'struct',", + "fields: [", + "{", + "name: 'totalWoodCollected',", + "type: 'u64',", + "},", + "],", + "},", + "},", + "{", + "name: 'playerData',", + "type: {", + "kind: 'struct',", + "fields: [", + "{", + "name: 'authority',", + "type: 'publicKey',", + "},", + "{", + "name: 'name',", + "type: 'string',", + "},", + "{", + "name: 'level',", + "type: 'u8',", + "},", + "{", + "name: 'xp',", + "type: 'u64',", + "},", + "{", + "name: 'wood',", + "type: 'u64',", + "},", + "{", + "name: 'energy',", + "type: 'u64',", + "},", + "{", + "name: 'lastLogin',", + "type: 'i64',", + "},", + "{", + "name: 'lastId',", + "type: 'u16',", + "},", + "],", + "},", + "},", + "],", + "errors: [", + "{", + "code: 6000,", + "name: 'NotEnoughEnergy',", + "msg: 'Not enough energy',", + "},", + "{", + "code: 6001,", + "name: 'WrongAuthority',", + "msg: 'Wrong Authority',", + "},", + "],", + "};" + ] } } }, "next-env.d.ts": { "path": "./app/next-env.d.ts", "isBinary": false, - "content": "/// \\n/// \\n\\n// NOTE: This file should not be edited\\n// see https://nextjs.org/docs/basic-features/typescript for more information.\\n" + "content": [ + "/// ", + "/// ", + "// NOTE: This file should not be edited", + "// see https://nextjs.org/docs/basic-features/typescript for more information." + ] }, "next.config.js": { "path": "./app/next.config.js", "isBinary": false, - "content": "// Notice that currently nft images from all domains can be fetched.\\n// This is not recommended for production use since there could be some security issues.\\n\\n/** @type {import('next').NextConfig} */\\nconst nextConfig = {\\n images: {\\n remotePatterns: [\\n {\\n protocol: 'https',\\n hostname: '**',\\n },\\n ],\\n },\\n};\\n\\nmodule.exports = nextConfig;\\n" + "content": [ + "// Notice that currently nft images from all domains can be fetched.", + "// This is not recommended for production use since there could be some security issues.", + "/** @type {import('next').NextConfig} */", + "const nextConfig = {", + "images: {", + "remotePatterns: [", + "{", + "protocol: 'https',", + "hostname: '**',", + "},", + "],", + "},", + "};", + "module.exports = nextConfig;" + ] }, "package.json": { "path": "./app/package.json", "isBinary": false, - "content": "{\\n \\"name\\": \\"wallet-adapter-chakraui-nextjs\\",\\n \\"version\\": \\"0.1.0\\",\\n \\"private\\": true,\\n \\"scripts\\": {\\n \\"dev\\": \\"next dev\\",\\n \\"build\\": \\"next build\\",\\n \\"start\\": \\"next start\\",\\n \\"lint\\": \\"next lint\\"\\n },\\n \\"dependencies\\": {\\n \\"@chakra-ui/next-js\\": \\"^2.1.3\\",\\n \\"@chakra-ui/react\\": \\"^2.6.1\\",\\n \\"@coral-xyz/anchor\\": \\"^0.29.0\\",\\n \\"@emotion/react\\": \\"^11.11.0\\",\\n \\"@emotion/styled\\": \\"^11.11.0\\",\\n \\"@magicblock-labs/gum-react-sdk\\": \\"^3.0.4\\",\\n \\"@magicblock-labs/gum-sdk\\": \\"^3.0.5\\",\\n \\"@solana/wallet-adapter-base\\": \\"^0.9.22\\",\\n \\"@solana/wallet-adapter-react\\": \\"^0.15.32\\",\\n \\"@solana/wallet-adapter-react-ui\\": \\"^0.9.31\\",\\n \\"@solana/wallet-adapter-wallets\\": \\"^0.19.16\\",\\n \\"@solana/web3.js\\": \\"^1.77.1\\",\\n \\"@types/node\\": \\"20.2.5\\",\\n \\"@types/react\\": \\"18.2.7\\",\\n \\"@types/react-dom\\": \\"18.2.4\\",\\n \\"eslint\\": \\"8.41.0\\",\\n \\"eslint-config-next\\": \\"13.4.4\\",\\n \\"framer-motion\\": \\"^10.12.16\\",\\n \\"next\\": \\"13.4.4\\",\\n \\"react\\": \\"18.2.0\\",\\n \\"react-dom\\": \\"18.2.0\\",\\n \\"typescript\\": \\"5.0.4\\",\\n \\"browserify-sign\\": \\">=4.2.2\\",\\n \\"crypto-js\\": \\">=4.2.0\\"\\n }\\n}\\n" + "content": [ + "{", + "\\"name\\": \\"wallet-adapter-chakraui-nextjs\\",", + "\\"version\\": \\"0.1.0\\",", + "\\"private\\": true,", + "\\"scripts\\": {", + "\\"dev\\": \\"next dev\\",", + "\\"build\\": \\"next build\\",", + "\\"start\\": \\"next start\\",", + "\\"lint\\": \\"next lint\\"", + "},", + "\\"dependencies\\": {", + "\\"@chakra-ui/next-js\\": \\"^2.1.3\\",", + "\\"@chakra-ui/react\\": \\"^2.6.1\\",", + "\\"@coral-xyz/anchor\\": \\"^0.29.0\\",", + "\\"@emotion/react\\": \\"^11.11.0\\",", + "\\"@emotion/styled\\": \\"^11.11.0\\",", + "\\"@magicblock-labs/gum-react-sdk\\": \\"^3.0.4\\",", + "\\"@magicblock-labs/gum-sdk\\": \\"^3.0.5\\",", + "\\"@solana/wallet-adapter-base\\": \\"^0.9.22\\",", + "\\"@solana/wallet-adapter-react\\": \\"^0.15.32\\",", + "\\"@solana/wallet-adapter-react-ui\\": \\"^0.9.31\\",", + "\\"@solana/wallet-adapter-wallets\\": \\"^0.19.16\\",", + "\\"@solana/web3.js\\": \\"^1.77.1\\",", + "\\"@types/node\\": \\"20.2.5\\",", + "\\"@types/react\\": \\"18.2.7\\",", + "\\"@types/react-dom\\": \\"18.2.4\\",", + "\\"eslint\\": \\"8.41.0\\",", + "\\"eslint-config-next\\": \\"13.4.4\\",", + "\\"framer-motion\\": \\"^10.12.16\\",", + "\\"next\\": \\"13.4.4\\",", + "\\"react\\": \\"18.2.0\\",", + "\\"react-dom\\": \\"18.2.0\\",", + "\\"typescript\\": \\"5.0.4\\",", + "\\"browserify-sign\\": \\">=4.2.2\\",", + "\\"crypto-js\\": \\">=4.2.0\\"", + "}", + "}" + ] }, "pages": { "path": "./app/pages", @@ -151,12 +1371,47 @@ exports[`preset generator should run successfully 1`] = ` "_app.tsx": { "path": "./app/pages/_app.tsx", "isBinary": false, - "content": "import { ChakraProvider } from '@chakra-ui/react';\\nimport WalletContextProvider from '../contexts/WalletContextProvider';\\nimport SessionProvider from '@/contexts/SessionProvider';\\nimport { GameStateProvider } from '@/contexts/GameStateProvider';\\nimport type { AppProps } from 'next/app';\\nimport { NftProvider } from '@/contexts/NftProvider';\\n\\nexport default function App({ Component, pageProps }: AppProps) {\\n return (\\n \\n \\n \\n \\n \\n \\n \\n \\n \\n \\n \\n );\\n}\\n" + "content": [ + "import { ChakraProvider } from '@chakra-ui/react';", + "import WalletContextProvider from '../contexts/WalletContextProvider';", + "import SessionProvider from '@/contexts/SessionProvider';", + "import { GameStateProvider } from '@/contexts/GameStateProvider';", + "import type { AppProps } from 'next/app';", + "import { NftProvider } from '@/contexts/NftProvider';", + "export default function App({ Component, pageProps }: AppProps) {", + "return (", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + "", + ");", + "}" + ] }, "_document.tsx": { "path": "./app/pages/_document.tsx", "isBinary": false, - "content": "import { Html, Head, Main, NextScript } from 'next/document';\\n\\nexport default function Document() {\\n return (\\n \\n \\n \\n
\\n \\n \\n \\n );\\n}\\n" + "content": [ + "import { Html, Head, Main, NextScript } from 'next/document';", + "export default function Document() {", + "return (", + "", + "", + "", + "
", + "", + "", + "", + ");", + "}" + ] }, "api": { "path": "./app/pages/api", @@ -164,14 +1419,57 @@ exports[`preset generator should run successfully 1`] = ` "hello.ts": { "path": "./app/pages/api/hello.ts", "isBinary": false, - "content": "// Next.js API route support: https://nextjs.org/docs/api-routes/introduction\\nimport type { NextApiRequest, NextApiResponse } from 'next';\\n\\ntype Data = {\\n name: string;\\n};\\n\\nexport default function handler(\\n req: NextApiRequest,\\n res: NextApiResponse\\n) {\\n res.status(200).json({ name: 'John Doe' });\\n}\\n" + "content": [ + "// Next.js API route support: https://nextjs.org/docs/api-routes/introduction", + "import type { NextApiRequest, NextApiResponse } from 'next';", + "type Data = {", + "name: string;", + "};", + "export default function handler(", + "req: NextApiRequest,", + "res: NextApiResponse", + ") {", + "res.status(200).json({ name: 'John Doe' });", + "}" + ] } } }, "index.tsx": { "path": "./app/pages/index.tsx", "isBinary": false, - "content": "import { Box, Flex, Heading, Spacer, VStack, Text } from '@chakra-ui/react';\\nimport { useWallet } from '@solana/wallet-adapter-react';\\nimport WalletMultiButton from '@/components/WalletMultiButton';\\nimport DisplayGameState from '@/components/DisplayGameState';\\nimport InitPlayerButton from '@/components/InitPlayerButton';\\nimport SessionKeyButton from '@/components/SessionKeyButton';\\nimport ChopTreeButton from '@/components/ChopTreeButton';\\nimport RequestAirdrop from '@/components/RequestAirdrop';\\nimport DisplayNfts from '@/components/DisplayNfts';\\n\\nexport default function Home() {\\n const { publicKey } = useWallet();\\n\\n return (\\n \\n \\n \\n \\n \\n \\n Lumberjack\\n {!publicKey && Connect to devnet wallet!}\\n \\n \\n \\n \\n \\n \\n \\n \\n );\\n}\\n" + "content": [ + "import { Box, Flex, Heading, Spacer, VStack, Text } from '@chakra-ui/react';", + "import { useWallet } from '@solana/wallet-adapter-react';", + "import WalletMultiButton from '@/components/WalletMultiButton';", + "import DisplayGameState from '@/components/DisplayGameState';", + "import InitPlayerButton from '@/components/InitPlayerButton';", + "import SessionKeyButton from '@/components/SessionKeyButton';", + "import ChopTreeButton from '@/components/ChopTreeButton';", + "import RequestAirdrop from '@/components/RequestAirdrop';", + "import DisplayNfts from '@/components/DisplayNfts';", + "export default function Home() {", + "const { publicKey } = useWallet();", + "return (", + "", + "", + "", + "", + "", + "", + "Lumberjack", + "{!publicKey && Connect to devnet wallet!}", + "", + "", + "", + "", + "", + "", + "", + "", + ");", + "}" + ] } } }, @@ -221,19 +1519,337 @@ exports[`preset generator should run successfully 1`] = ` "Home.module.css": { "path": "./app/styles/Home.module.css", "isBinary": false, - "content": ".main {\\n display: flex;\\n flex-direction: column;\\n justify-content: space-between;\\n align-items: center;\\n padding: 6rem;\\n min-height: 100vh;\\n}\\n\\n.description {\\n display: inherit;\\n justify-content: inherit;\\n align-items: inherit;\\n font-size: 0.85rem;\\n max-width: var(--max-width);\\n width: 100%;\\n z-index: 2;\\n font-family: var(--font-mono);\\n}\\n\\n.description a {\\n display: flex;\\n justify-content: center;\\n align-items: center;\\n gap: 0.5rem;\\n}\\n\\n.description p {\\n position: relative;\\n margin: 0;\\n padding: 1rem;\\n background-color: rgba(var(--callout-rgb), 0.5);\\n border: 1px solid rgba(var(--callout-border-rgb), 0.3);\\n border-radius: var(--border-radius);\\n}\\n\\n.code {\\n font-weight: 700;\\n font-family: var(--font-mono);\\n}\\n\\n.grid {\\n display: grid;\\n grid-template-columns: repeat(4, minmax(25%, auto));\\n width: var(--max-width);\\n max-width: 100%;\\n}\\n\\n.card {\\n padding: 1rem 1.2rem;\\n border-radius: var(--border-radius);\\n background: rgba(var(--card-rgb), 0);\\n border: 1px solid rgba(var(--card-border-rgb), 0);\\n transition: background 200ms, border 200ms;\\n}\\n\\n.card span {\\n display: inline-block;\\n transition: transform 200ms;\\n}\\n\\n.card h2 {\\n font-weight: 600;\\n margin-bottom: 0.7rem;\\n}\\n\\n.card p {\\n margin: 0;\\n opacity: 0.6;\\n font-size: 0.9rem;\\n line-height: 1.5;\\n max-width: 30ch;\\n}\\n\\n.center {\\n display: flex;\\n justify-content: center;\\n align-items: center;\\n position: relative;\\n padding: 4rem 0;\\n}\\n\\n.center::before {\\n background: var(--secondary-glow);\\n border-radius: 50%;\\n width: 480px;\\n height: 360px;\\n margin-left: -400px;\\n}\\n\\n.center::after {\\n background: var(--primary-glow);\\n width: 240px;\\n height: 180px;\\n z-index: -1;\\n}\\n\\n.center::before,\\n.center::after {\\n content: '';\\n left: 50%;\\n position: absolute;\\n filter: blur(45px);\\n transform: translateZ(0);\\n}\\n\\n.logo {\\n position: relative;\\n}\\n/* Enable hover only on non-touch devices */\\n@media (hover: hover) and (pointer: fine) {\\n .card:hover {\\n background: rgba(var(--card-rgb), 0.1);\\n border: 1px solid rgba(var(--card-border-rgb), 0.15);\\n }\\n\\n .card:hover span {\\n transform: translateX(4px);\\n }\\n}\\n\\n@media (prefers-reduced-motion) {\\n .card:hover span {\\n transform: none;\\n }\\n}\\n\\n/* Mobile */\\n@media (max-width: 700px) {\\n .content {\\n padding: 4rem;\\n }\\n\\n .grid {\\n grid-template-columns: 1fr;\\n margin-bottom: 120px;\\n max-width: 320px;\\n text-align: center;\\n }\\n\\n .card {\\n padding: 1rem 2.5rem;\\n }\\n\\n .card h2 {\\n margin-bottom: 0.5rem;\\n }\\n\\n .center {\\n padding: 8rem 0 6rem;\\n }\\n\\n .center::before {\\n transform: none;\\n height: 300px;\\n }\\n\\n .description {\\n font-size: 0.8rem;\\n }\\n\\n .description a {\\n padding: 1rem;\\n }\\n\\n .description p,\\n .description div {\\n display: flex;\\n justify-content: center;\\n position: fixed;\\n width: 100%;\\n }\\n\\n .description p {\\n align-items: center;\\n inset: 0 0 auto;\\n padding: 2rem 1rem 1.4rem;\\n border-radius: 0;\\n border: none;\\n border-bottom: 1px solid rgba(var(--callout-border-rgb), 0.25);\\n background: linear-gradient(\\n to bottom,\\n rgba(var(--background-start-rgb), 1),\\n rgba(var(--callout-rgb), 0.5)\\n );\\n background-clip: padding-box;\\n backdrop-filter: blur(24px);\\n }\\n\\n .description div {\\n align-items: flex-end;\\n pointer-events: none;\\n inset: auto 0 0;\\n padding: 2rem;\\n height: 200px;\\n background: linear-gradient(\\n to bottom,\\n transparent 0%,\\n rgb(var(--background-end-rgb)) 40%\\n );\\n z-index: 1;\\n }\\n}\\n\\n/* Tablet and Smaller Desktop */\\n@media (min-width: 701px) and (max-width: 1120px) {\\n .grid {\\n grid-template-columns: repeat(2, 50%);\\n }\\n}\\n\\n@media (prefers-color-scheme: dark) {\\n .vercelLogo {\\n filter: invert(1);\\n }\\n\\n .logo {\\n filter: invert(1) drop-shadow(0 0 0.3rem #ffffff70);\\n }\\n}\\n\\n@keyframes rotate {\\n from {\\n transform: rotate(360deg);\\n }\\n to {\\n transform: rotate(0deg);\\n }\\n}\\n" + "content": [ + ".main {", + "display: flex;", + "flex-direction: column;", + "justify-content: space-between;", + "align-items: center;", + "padding: 6rem;", + "min-height: 100vh;", + "}", + ".description {", + "display: inherit;", + "justify-content: inherit;", + "align-items: inherit;", + "font-size: 0.85rem;", + "max-width: var(--max-width);", + "width: 100%;", + "z-index: 2;", + "font-family: var(--font-mono);", + "}", + ".description a {", + "display: flex;", + "justify-content: center;", + "align-items: center;", + "gap: 0.5rem;", + "}", + ".description p {", + "position: relative;", + "margin: 0;", + "padding: 1rem;", + "background-color: rgba(var(--callout-rgb), 0.5);", + "border: 1px solid rgba(var(--callout-border-rgb), 0.3);", + "border-radius: var(--border-radius);", + "}", + ".code {", + "font-weight: 700;", + "font-family: var(--font-mono);", + "}", + ".grid {", + "display: grid;", + "grid-template-columns: repeat(4, minmax(25%, auto));", + "width: var(--max-width);", + "max-width: 100%;", + "}", + ".card {", + "padding: 1rem 1.2rem;", + "border-radius: var(--border-radius);", + "background: rgba(var(--card-rgb), 0);", + "border: 1px solid rgba(var(--card-border-rgb), 0);", + "transition: background 200ms, border 200ms;", + "}", + ".card span {", + "display: inline-block;", + "transition: transform 200ms;", + "}", + ".card h2 {", + "font-weight: 600;", + "margin-bottom: 0.7rem;", + "}", + ".card p {", + "margin: 0;", + "opacity: 0.6;", + "font-size: 0.9rem;", + "line-height: 1.5;", + "max-width: 30ch;", + "}", + ".center {", + "display: flex;", + "justify-content: center;", + "align-items: center;", + "position: relative;", + "padding: 4rem 0;", + "}", + ".center::before {", + "background: var(--secondary-glow);", + "border-radius: 50%;", + "width: 480px;", + "height: 360px;", + "margin-left: -400px;", + "}", + ".center::after {", + "background: var(--primary-glow);", + "width: 240px;", + "height: 180px;", + "z-index: -1;", + "}", + ".center::before,", + ".center::after {", + "content: '';", + "left: 50%;", + "position: absolute;", + "filter: blur(45px);", + "transform: translateZ(0);", + "}", + ".logo {", + "position: relative;", + "}", + "/* Enable hover only on non-touch devices */", + "@media (hover: hover) and (pointer: fine) {", + ".card:hover {", + "background: rgba(var(--card-rgb), 0.1);", + "border: 1px solid rgba(var(--card-border-rgb), 0.15);", + "}", + ".card:hover span {", + "transform: translateX(4px);", + "}", + "}", + "@media (prefers-reduced-motion) {", + ".card:hover span {", + "transform: none;", + "}", + "}", + "/* Mobile */", + "@media (max-width: 700px) {", + ".content {", + "padding: 4rem;", + "}", + ".grid {", + "grid-template-columns: 1fr;", + "margin-bottom: 120px;", + "max-width: 320px;", + "text-align: center;", + "}", + ".card {", + "padding: 1rem 2.5rem;", + "}", + ".card h2 {", + "margin-bottom: 0.5rem;", + "}", + ".center {", + "padding: 8rem 0 6rem;", + "}", + ".center::before {", + "transform: none;", + "height: 300px;", + "}", + ".description {", + "font-size: 0.8rem;", + "}", + ".description a {", + "padding: 1rem;", + "}", + ".description p,", + ".description div {", + "display: flex;", + "justify-content: center;", + "position: fixed;", + "width: 100%;", + "}", + ".description p {", + "align-items: center;", + "inset: 0 0 auto;", + "padding: 2rem 1rem 1.4rem;", + "border-radius: 0;", + "border: none;", + "border-bottom: 1px solid rgba(var(--callout-border-rgb), 0.25);", + "background: linear-gradient(", + "to bottom,", + "rgba(var(--background-start-rgb), 1),", + "rgba(var(--callout-rgb), 0.5)", + ");", + "background-clip: padding-box;", + "backdrop-filter: blur(24px);", + "}", + ".description div {", + "align-items: flex-end;", + "pointer-events: none;", + "inset: auto 0 0;", + "padding: 2rem;", + "height: 200px;", + "background: linear-gradient(", + "to bottom,", + "transparent 0%,", + "rgb(var(--background-end-rgb)) 40%", + ");", + "z-index: 1;", + "}", + "}", + "/* Tablet and Smaller Desktop */", + "@media (min-width: 701px) and (max-width: 1120px) {", + ".grid {", + "grid-template-columns: repeat(2, 50%);", + "}", + "}", + "@media (prefers-color-scheme: dark) {", + ".vercelLogo {", + "filter: invert(1);", + "}", + ".logo {", + "filter: invert(1) drop-shadow(0 0 0.3rem #ffffff70);", + "}", + "}", + "@keyframes rotate {", + "from {", + "transform: rotate(360deg);", + "}", + "to {", + "transform: rotate(0deg);", + "}", + "}" + ] }, "globals.css": { "path": "./app/styles/globals.css", "isBinary": false, - "content": ":root {\\n --max-width: 1100px;\\n --border-radius: 12px;\\n --font-mono: ui-monospace, Menlo, Monaco, 'Cascadia Mono', 'Segoe UI Mono',\\n 'Roboto Mono', 'Oxygen Mono', 'Ubuntu Monospace', 'Source Code Pro',\\n 'Fira Mono', 'Droid Sans Mono', 'Courier New', monospace;\\n\\n --foreground-rgb: 0, 0, 0;\\n --background-start-rgb: 214, 219, 220;\\n --background-end-rgb: 255, 255, 255;\\n\\n --primary-glow: conic-gradient(\\n from 180deg at 50% 50%,\\n #16abff33 0deg,\\n #0885ff33 55deg,\\n #54d6ff33 120deg,\\n #0071ff33 160deg,\\n transparent 360deg\\n );\\n --secondary-glow: radial-gradient(\\n rgba(255, 255, 255, 1),\\n rgba(255, 255, 255, 0)\\n );\\n\\n --tile-start-rgb: 239, 245, 249;\\n --tile-end-rgb: 228, 232, 233;\\n --tile-border: conic-gradient(\\n #00000080,\\n #00000040,\\n #00000030,\\n #00000020,\\n #00000010,\\n #00000010,\\n #00000080\\n );\\n\\n --callout-rgb: 238, 240, 241;\\n --callout-border-rgb: 172, 175, 176;\\n --card-rgb: 180, 185, 188;\\n --card-border-rgb: 131, 134, 135;\\n}\\n\\n@media (prefers-color-scheme: dark) {\\n :root {\\n --foreground-rgb: 255, 255, 255;\\n --background-start-rgb: 0, 0, 0;\\n --background-end-rgb: 0, 0, 0;\\n\\n --primary-glow: radial-gradient(rgba(1, 65, 255, 0.4), rgba(1, 65, 255, 0));\\n --secondary-glow: linear-gradient(\\n to bottom right,\\n rgba(1, 65, 255, 0),\\n rgba(1, 65, 255, 0),\\n rgba(1, 65, 255, 0.3)\\n );\\n\\n --tile-start-rgb: 2, 13, 46;\\n --tile-end-rgb: 2, 5, 19;\\n --tile-border: conic-gradient(\\n #ffffff80,\\n #ffffff40,\\n #ffffff30,\\n #ffffff20,\\n #ffffff10,\\n #ffffff10,\\n #ffffff80\\n );\\n\\n --callout-rgb: 20, 20, 20;\\n --callout-border-rgb: 108, 108, 108;\\n --card-rgb: 100, 100, 100;\\n --card-border-rgb: 200, 200, 200;\\n }\\n}\\n\\n* {\\n box-sizing: border-box;\\n padding: 0;\\n margin: 0;\\n}\\n\\nhtml,\\nbody {\\n max-width: 100vw;\\n overflow-x: hidden;\\n}\\n\\nbody {\\n color: rgb(var(--foreground-rgb));\\n background: linear-gradient(\\n to bottom,\\n transparent,\\n rgb(var(--background-end-rgb))\\n )\\n rgb(var(--background-start-rgb));\\n}\\n\\na {\\n color: inherit;\\n text-decoration: none;\\n}\\n\\n@media (prefers-color-scheme: dark) {\\n html {\\n color-scheme: dark;\\n }\\n}\\n" + "content": [ + ":root {", + "--max-width: 1100px;", + "--border-radius: 12px;", + "--font-mono: ui-monospace, Menlo, Monaco, 'Cascadia Mono', 'Segoe UI Mono',", + "'Roboto Mono', 'Oxygen Mono', 'Ubuntu Monospace', 'Source Code Pro',", + "'Fira Mono', 'Droid Sans Mono', 'Courier New', monospace;", + "--foreground-rgb: 0, 0, 0;", + "--background-start-rgb: 214, 219, 220;", + "--background-end-rgb: 255, 255, 255;", + "--primary-glow: conic-gradient(", + "from 180deg at 50% 50%,", + "#16abff33 0deg,", + "#0885ff33 55deg,", + "#54d6ff33 120deg,", + "#0071ff33 160deg,", + "transparent 360deg", + ");", + "--secondary-glow: radial-gradient(", + "rgba(255, 255, 255, 1),", + "rgba(255, 255, 255, 0)", + ");", + "--tile-start-rgb: 239, 245, 249;", + "--tile-end-rgb: 228, 232, 233;", + "--tile-border: conic-gradient(", + "#00000080,", + "#00000040,", + "#00000030,", + "#00000020,", + "#00000010,", + "#00000010,", + "#00000080", + ");", + "--callout-rgb: 238, 240, 241;", + "--callout-border-rgb: 172, 175, 176;", + "--card-rgb: 180, 185, 188;", + "--card-border-rgb: 131, 134, 135;", + "}", + "@media (prefers-color-scheme: dark) {", + ":root {", + "--foreground-rgb: 255, 255, 255;", + "--background-start-rgb: 0, 0, 0;", + "--background-end-rgb: 0, 0, 0;", + "--primary-glow: radial-gradient(rgba(1, 65, 255, 0.4), rgba(1, 65, 255, 0));", + "--secondary-glow: linear-gradient(", + "to bottom right,", + "rgba(1, 65, 255, 0),", + "rgba(1, 65, 255, 0),", + "rgba(1, 65, 255, 0.3)", + ");", + "--tile-start-rgb: 2, 13, 46;", + "--tile-end-rgb: 2, 5, 19;", + "--tile-border: conic-gradient(", + "#ffffff80,", + "#ffffff40,", + "#ffffff30,", + "#ffffff20,", + "#ffffff10,", + "#ffffff10,", + "#ffffff80", + ");", + "--callout-rgb: 20, 20, 20;", + "--callout-border-rgb: 108, 108, 108;", + "--card-rgb: 100, 100, 100;", + "--card-border-rgb: 200, 200, 200;", + "}", + "}", + "* {", + "box-sizing: border-box;", + "padding: 0;", + "margin: 0;", + "}", + "html,", + "body {", + "max-width: 100vw;", + "overflow-x: hidden;", + "}", + "body {", + "color: rgb(var(--foreground-rgb));", + "background: linear-gradient(", + "to bottom,", + "transparent,", + "rgb(var(--background-end-rgb))", + ")", + "rgb(var(--background-start-rgb));", + "}", + "a {", + "color: inherit;", + "text-decoration: none;", + "}", + "@media (prefers-color-scheme: dark) {", + "html {", + "color-scheme: dark;", + "}", + "}" + ] } } }, "tsconfig.json": { "path": "./app/tsconfig.json", "isBinary": false, - "content": "{\\n \\"compilerOptions\\": {\\n \\"target\\": \\"es5\\",\\n \\"lib\\": [\\"dom\\", \\"dom.iterable\\", \\"esnext\\"],\\n \\"allowJs\\": true,\\n \\"skipLibCheck\\": true,\\n \\"strict\\": true,\\n \\"forceConsistentCasingInFileNames\\": true,\\n \\"noEmit\\": true,\\n \\"esModuleInterop\\": true,\\n \\"module\\": \\"esnext\\",\\n \\"moduleResolution\\": \\"node\\",\\n \\"resolveJsonModule\\": true,\\n \\"isolatedModules\\": true,\\n \\"jsx\\": \\"preserve\\",\\n \\"incremental\\": true,\\n \\"paths\\": {\\n \\"@/*\\": [\\"./*\\"]\\n }\\n },\\n \\"include\\": [\\"next-env.d.ts\\", \\"**/*.ts\\", \\"**/*.tsx\\"],\\n \\"exclude\\": [\\"node_modules\\"]\\n}\\n" + "content": [ + "{", + "\\"compilerOptions\\": {", + "\\"target\\": \\"es5\\",", + "\\"lib\\": [\\"dom\\", \\"dom.iterable\\", \\"esnext\\"],", + "\\"allowJs\\": true,", + "\\"skipLibCheck\\": true,", + "\\"strict\\": true,", + "\\"forceConsistentCasingInFileNames\\": true,", + "\\"noEmit\\": true,", + "\\"esModuleInterop\\": true,", + "\\"module\\": \\"esnext\\",", + "\\"moduleResolution\\": \\"node\\",", + "\\"resolveJsonModule\\": true,", + "\\"isolatedModules\\": true,", + "\\"jsx\\": \\"preserve\\",", + "\\"incremental\\": true,", + "\\"paths\\": {", + "\\"@/*\\": [\\"./*\\"]", + "}", + "},", + "\\"include\\": [\\"next-env.d.ts\\", \\"**/*.ts\\", \\"**/*.tsx\\"],", + "\\"exclude\\": [\\"node_modules\\"]", + "}" + ] }, "utils": { "path": "./app/utils", @@ -241,59 +1857,374 @@ exports[`preset generator should run successfully 1`] = ` "anchor.ts": { "path": "./app/utils/anchor.ts", "isBinary": false, - "content": "import { Program, IdlAccounts, BN } from '@coral-xyz/anchor';\\nimport { Lumberjack, IDL } from '../idl/lumberjack';\\nimport { clusterApiUrl, Connection, PublicKey } from '@solana/web3.js';\\nimport { WrappedConnection } from './wrappedConnection';\\n\\nexport const CONNECTION = new WrappedConnection(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : 'https://rpc.magicblock.app/devnet',\\n {\\n wsEndpoint: process.env.NEXT_PUBLIC_WSS_RPC\\n ? process.env.NEXT_PUBLIC_WSS_RPC\\n : 'wss://rpc.magicblock.app/devnet',\\n commitment: 'confirmed',\\n }\\n);\\n\\nexport const METAPLEX_READAPI =\\n 'https://devnet.helius-rpc.com/?api-key=78065db3-87fb-431c-8d43-fcd190212125';\\n\\n// Here you can basically use what ever seed you want. For example one per level or city or whatever.\\nexport const GAME_DATA_SEED = 'level_2';\\n\\n// Lumberjack game program ID\\nconst programId = new PublicKey('MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt');\\n\\n// Create the program interface using the idl, program ID, and provider\\nexport const program = new Program(IDL, programId, {\\n connection: CONNECTION,\\n});\\n\\nexport const [gameDataPDA] = PublicKey.findProgramAddressSync(\\n [Buffer.from(GAME_DATA_SEED, 'utf8')],\\n program.programId\\n);\\n\\n// Player Data Account Type from Idl\\nexport type PlayerData = IdlAccounts['playerData'];\\nexport type GameData = IdlAccounts['gameData'];\\n\\n// Constants for the game\\nexport const TIME_TO_REFILL_ENERGY: BN = new BN(60);\\nexport const MAX_ENERGY = 100;\\nexport const ENERGY_PER_TICK: BN = new BN(1);\\nexport const TOTAL_WOOD_AVAILABLE: BN = new BN(100000);\\n" + "content": [ + "import { Program, IdlAccounts, BN } from '@coral-xyz/anchor';", + "import { Lumberjack, IDL } from '../idl/lumberjack';", + "import { clusterApiUrl, Connection, PublicKey } from '@solana/web3.js';", + "import { WrappedConnection } from './wrappedConnection';", + "export const CONNECTION = new WrappedConnection(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": 'https://rpc.magicblock.app/devnet',", + "{", + "wsEndpoint: process.env.NEXT_PUBLIC_WSS_RPC", + "? process.env.NEXT_PUBLIC_WSS_RPC", + ": 'wss://rpc.magicblock.app/devnet',", + "commitment: 'confirmed',", + "}", + ");", + "export const METAPLEX_READAPI =", + "'https://devnet.helius-rpc.com/?api-key=78065db3-87fb-431c-8d43-fcd190212125';", + "// Here you can basically use what ever seed you want. For example one per level or city or whatever.", + "export const GAME_DATA_SEED = 'level_2';", + "// Lumberjack game program ID", + "const programId = new PublicKey('MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt');", + "// Create the program interface using the idl, program ID, and provider", + "export const program = new Program(IDL, programId, {", + "connection: CONNECTION,", + "});", + "export const [gameDataPDA] = PublicKey.findProgramAddressSync(", + "[Buffer.from(GAME_DATA_SEED, 'utf8')],", + "program.programId", + ");", + "// Player Data Account Type from Idl", + "export type PlayerData = IdlAccounts['playerData'];", + "export type GameData = IdlAccounts['gameData'];", + "// Constants for the game", + "export const TIME_TO_REFILL_ENERGY: BN = new BN(60);", + "export const MAX_ENERGY = 100;", + "export const ENERGY_PER_TICK: BN = new BN(1);", + "export const TOTAL_WOOD_AVAILABLE: BN = new BN(100000);" + ] }, "wrappedConnection.ts": { "path": "./app/utils/wrappedConnection.ts", "isBinary": false, - "content": "import { Connection } from '@solana/web3.js';\\nimport axios from 'axios';\\nimport { METAPLEX_READAPI } from './anchor';\\n\\nexport class WrappedConnection extends Connection {\\n async getAsset(assetId: any): Promise {\\n try {\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAsset',\\n id: 'compression-example',\\n params: [assetId],\\n }\\n );\\n return response.data.result;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n async getAssetProof(assetId: any): Promise {\\n try {\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetProof',\\n id: 'compression-example',\\n params: [assetId],\\n }\\n );\\n return response.data.result;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n async getAssetsByOwner(\\n assetId: string,\\n sortBy: any,\\n limit: number,\\n page: number,\\n before: string,\\n after: string\\n ): Promise {\\n try {\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByOwner',\\n id: 'rpd-op-123',\\n params: [assetId, sortBy, limit, page, before, after],\\n }\\n );\\n //console.log(\\"getAssetsByOwner: \\" + JSON.stringify(response.data));\\n return response.data.result;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n async getAssetsByCreator(\\n assetId: string,\\n sortBy: any,\\n limit: number,\\n page: number,\\n before: string,\\n after: string\\n ): Promise {\\n try {\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByCreator',\\n id: 'compression-example',\\n params: [assetId, true, sortBy, limit, page, null, null],\\n }\\n );\\n\\n return response.data.result;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n async getAssetsByAuthority(\\n assetId: string,\\n sortBy: any,\\n limit: number,\\n page: number,\\n before: string,\\n after: string\\n ): Promise {\\n try {\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByAuthority',\\n id: 'compression-example',\\n params: [assetId, sortBy, limit, page, before, after],\\n }\\n );\\n return response.data.result;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n async getAssetsByGroup(\\n groupKey: string,\\n groupValue: string,\\n sortBy: any,\\n limit: number,\\n page: number,\\n before: string,\\n after: string\\n ): Promise {\\n try {\\n let events = [];\\n\\n const response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByGroup',\\n id: 'rpd-op-123',\\n params: [groupKey, groupValue, sortBy, limit, page, before, after],\\n }\\n );\\n events.push(...response.data.result.items);\\n\\n return events;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n\\n // This will loop through all pages and return all assets\\n async getAllAssetsByGroup(\\n groupKey: string,\\n groupValue: string,\\n sortBy: any,\\n limit: number,\\n page: number,\\n before: string,\\n after: string\\n ): Promise {\\n try {\\n let events = [];\\n let response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByGroup',\\n id: 'rpd-op-123',\\n params: [groupKey, groupValue, sortBy, limit, page, before, after],\\n }\\n );\\n\\n events.push(...response.data.result.items);\\n\\n while (true) {\\n console.log('Requested page' + page);\\n\\n page += 1;\\n response = await axios.post(\\n process.env.NEXT_PUBLIC_RPC\\n ? process.env.NEXT_PUBLIC_RPC\\n : METAPLEX_READAPI,\\n {\\n jsonrpc: '2.0',\\n method: 'getAssetsByGroup',\\n id: 'rpd-op-123',\\n params: [groupKey, groupValue, sortBy, limit, page, before, after],\\n }\\n );\\n\\n events.push(...response.data.result.items);\\n if (\\n events.length % 1000 != 0 ||\\n response.data.result.items.length == 0\\n ) {\\n break;\\n }\\n }\\n\\n return events;\\n } catch (error) {\\n console.error(error);\\n }\\n }\\n}\\n" + "content": [ + "import { Connection } from '@solana/web3.js';", + "import axios from 'axios';", + "import { METAPLEX_READAPI } from './anchor';", + "export class WrappedConnection extends Connection {", + "async getAsset(assetId: any): Promise {", + "try {", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAsset',", + "id: 'compression-example',", + "params: [assetId],", + "}", + ");", + "return response.data.result;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "async getAssetProof(assetId: any): Promise {", + "try {", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetProof',", + "id: 'compression-example',", + "params: [assetId],", + "}", + ");", + "return response.data.result;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "async getAssetsByOwner(", + "assetId: string,", + "sortBy: any,", + "limit: number,", + "page: number,", + "before: string,", + "after: string", + "): Promise {", + "try {", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByOwner',", + "id: 'rpd-op-123',", + "params: [assetId, sortBy, limit, page, before, after],", + "}", + ");", + "//console.log(\\"getAssetsByOwner: \\" + JSON.stringify(response.data));", + "return response.data.result;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "async getAssetsByCreator(", + "assetId: string,", + "sortBy: any,", + "limit: number,", + "page: number,", + "before: string,", + "after: string", + "): Promise {", + "try {", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByCreator',", + "id: 'compression-example',", + "params: [assetId, true, sortBy, limit, page, null, null],", + "}", + ");", + "return response.data.result;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "async getAssetsByAuthority(", + "assetId: string,", + "sortBy: any,", + "limit: number,", + "page: number,", + "before: string,", + "after: string", + "): Promise {", + "try {", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByAuthority',", + "id: 'compression-example',", + "params: [assetId, sortBy, limit, page, before, after],", + "}", + ");", + "return response.data.result;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "async getAssetsByGroup(", + "groupKey: string,", + "groupValue: string,", + "sortBy: any,", + "limit: number,", + "page: number,", + "before: string,", + "after: string", + "): Promise {", + "try {", + "let events = [];", + "const response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByGroup',", + "id: 'rpd-op-123',", + "params: [groupKey, groupValue, sortBy, limit, page, before, after],", + "}", + ");", + "events.push(...response.data.result.items);", + "return events;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "// This will loop through all pages and return all assets", + "async getAllAssetsByGroup(", + "groupKey: string,", + "groupValue: string,", + "sortBy: any,", + "limit: number,", + "page: number,", + "before: string,", + "after: string", + "): Promise {", + "try {", + "let events = [];", + "let response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByGroup',", + "id: 'rpd-op-123',", + "params: [groupKey, groupValue, sortBy, limit, page, before, after],", + "}", + ");", + "events.push(...response.data.result.items);", + "while (true) {", + "console.log('Requested page' + page);", + "page += 1;", + "response = await axios.post(", + "process.env.NEXT_PUBLIC_RPC", + "? process.env.NEXT_PUBLIC_RPC", + ": METAPLEX_READAPI,", + "{", + "jsonrpc: '2.0',", + "method: 'getAssetsByGroup',", + "id: 'rpd-op-123',", + "params: [groupKey, groupValue, sortBy, limit, page, before, after],", + "}", + ");", + "events.push(...response.data.result.items);", + "if (", + "events.length % 1000 != 0 ||", + "response.data.result.items.length == 0", + ") {", + "break;", + "}", + "}", + "return events;", + "} catch (error) {", + "console.error(error);", + "}", + "}", + "}" + ] } } }, "yarn.lock": { "path": "./app/yarn.lock", - "isBinary": false, - "content": "# THIS IS AN AUTOGENERATED FILE. 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+ "opt-level = 3", + "incremental = false", + "codegen-units = 1" + ] }, "README.md": { "path": "./program/README.md", "isBinary": false, - "content": "# Anchor Solana Program\\n\\n\`\`\`shell\\nanchor build\\nanchor deploy\\n\`\`\`\\n\\nCopy the **program ID** from the output logs; paste it in \`Anchor.toml\` & \`lib.rs\`.\\n\\n\`\`\`shell\\nanchor build\\nanchor deploy\\n\\nyarn install\\nyarn add ts-mocha\\n\\nanchor run test\\n\`\`\`\\n" + "content": [ + "# Anchor Solana Program", + "\`\`\`shell", + "anchor build", + "anchor deploy", + "\`\`\`", + "Copy the **program ID** from the output logs; paste it in \`Anchor.toml\` & \`lib.rs\`.", + "\`\`\`shell", + "anchor build", + "anchor deploy", + "yarn install", + "yarn add ts-mocha", + "anchor run test", + "\`\`\`" + ] }, "migrations": { "path": "./program/migrations", @@ -301,58 +2232,126 @@ exports[`preset generator should run successfully 1`] = ` "deploy.ts": { "path": "./program/migrations/deploy.ts", "isBinary": false, - 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Currently, they're nothing more than this\\n// single deploy script that's invoked from the CLI, injecting a provider\\n// configured from the workspace's Anchor.toml.\\n\\nconst anchor = require('@project-serum/anchor');\\n\\nmodule.exports = async function (provider) {\\n // Configure client to use the provider.\\n anchor.setProvider(provider);\\n\\n // Add your deploy script here.\\n};\\n" + "content": [ + "// Migrations are an early feature. Currently, they're nothing more than this", + "// single deploy script that's invoked from the CLI, injecting a provider", + "// configured from the workspace's Anchor.toml.", + "const anchor = require('@project-serum/anchor');", + "module.exports = async function (provider) {", + "// Configure client to use the provider.", + "anchor.setProvider(provider);", + "// Add your deploy script here.", + "};" + ] } } }, "package.json": { "path": "./program/package.json", "isBinary": false, - "content": "{\\n \\"scripts\\": {\\n \\"lint:fix\\": \\"prettier */*.js \\\\\\"*/**/*{.js,.ts}\\\\\\" -w\\",\\n \\"lint\\": \\"prettier */*.js \\\\\\"*/**/*{.js,.ts}\\\\\\" --check\\"\\n },\\n \\"dependencies\\": {\\n \\"@coral-xyz/anchor\\": \\"0.29.0\\"\\n },\\n \\"devDependencies\\": {\\n \\"@types/bn.js\\": \\"^5.1.0\\",\\n \\"@types/chai\\": \\"^4.3.0\\",\\n \\"@types/mocha\\": \\"^9.0.0\\",\\n \\"chai\\": \\"^4.3.4\\",\\n \\"mocha\\": \\"^9.0.3\\",\\n \\"prettier\\": \\"^2.6.2\\",\\n \\"ts-mocha\\": 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\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0001@\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000" + "isBinary": true, + "content": null }, "constants.rs": { "path": "./program/programs/lumberjack/src/constants.rs", "isBinary": false, - "content": "pub const TIME_TO_REFILL_ENERGY: i64 = 60;\\npub const MAX_ENERGY: u64 = 100;\\npub const MAX_WOOD_PER_TREE: u64 = 100000;\\n" + "content": [ + "pub const TIME_TO_REFILL_ENERGY: i64 = 60;", + "pub const MAX_ENERGY: u64 = 100;", + "pub const MAX_WOOD_PER_TREE: u64 = 100000;" + ] }, "errors.rs": { "path": "./program/programs/lumberjack/src/errors.rs", "isBinary": false, - "content": "use anchor_lang::error_code;\\n\\n#[error_code]\\npub enum GameErrorCode {\\n #[msg(\\"Not enough energy\\")]\\n NotEnoughEnergy,\\n #[msg(\\"Wrong Authority\\")]\\n WrongAuthority,\\n}\\n" + "content": [ + "use anchor_lang::error_code;", + "#[error_code]", + "pub enum GameErrorCode {", + "#[msg(\\"Not enough energy\\")]", + "NotEnoughEnergy,", + "#[msg(\\"Wrong Authority\\")]", + "WrongAuthority,", + "}" + ] }, "instructions": { "path": "./program/programs/lumberjack/src/instructions", @@ -360,24 +2359,147 @@ exports[`preset generator should run successfully 1`] = ` "chop_tree.rs": { "path": "./program/programs/lumberjack/src/instructions/chop_tree.rs", "isBinary": false, - "content": "pub use crate::errors::GameErrorCode;\\npub use crate::state::game_data::GameData;\\nuse crate::state::player_data::PlayerData;\\nuse anchor_lang::prelude::*;\\nuse session_keys::{Session, SessionToken};\\n\\npub fn chop_tree(mut ctx: Context, counter: u16, amount: u64) -> Result<()> {\\n let account: &mut &mut ChopTree<'_> = &mut ctx.accounts;\\n account.player.update_energy()?;\\n account.player.print()?;\\n\\n if account.player.energy < amount {\\n return err!(GameErrorCode::NotEnoughEnergy);\\n }\\n\\n account.player.last_id = counter;\\n account.player.chop_tree(amount)?;\\n account.game_data.on_tree_chopped(amount)?;\\n\\n msg!(\\n \\"You chopped a tree and got 1 wood. You have {} wood and {} energy left.\\",\\n ctx.accounts.player.wood,\\n ctx.accounts.player.energy\\n );\\n Ok(())\\n}\\n\\n#[derive(Accounts, Session)]\\n#[instruction(level_seed: String)]\\npub struct ChopTree<'info> {\\n #[session(\\n // The ephemeral key pair signing the transaction\\n signer = signer,\\n // The authority of the user account which must have created the session\\n authority = player.authority.key()\\n )]\\n // Session Tokens are passed as optional accounts\\n pub session_token: Option>,\\n\\n // There is one PlayerData account\\n #[account(\\n mut,\\n seeds = [b\\"player\\".as_ref(), player.authority.key().as_ref()],\\n bump,\\n )]\\n pub player: Account<'info, PlayerData>,\\n\\n // There can be multiple levels the seed for the level is passed in the instruction\\n // First player starting a new level will pay for the account in the current setup\\n #[account(\\n init_if_needed,\\n payer = signer,\\n space = 1000,\\n seeds = [level_seed.as_ref()],\\n bump,\\n )]\\n pub game_data: Account<'info, GameData>,\\n\\n #[account(mut)]\\n pub signer: Signer<'info>,\\n pub system_program: Program<'info, System>,\\n}\\n" + "content": [ + "pub use crate::errors::GameErrorCode;", + "pub use crate::state::game_data::GameData;", + "use crate::state::player_data::PlayerData;", + "use anchor_lang::prelude::*;", + "use session_keys::{Session, SessionToken};", + "pub fn chop_tree(mut ctx: Context, counter: u16, amount: u64) -> Result<()> {", + "let account: &mut &mut ChopTree<'_> = &mut ctx.accounts;", + "account.player.update_energy()?;", + "account.player.print()?;", + "if account.player.energy < amount {", + "return err!(GameErrorCode::NotEnoughEnergy);", + "}", + "account.player.last_id = counter;", + "account.player.chop_tree(amount)?;", + "account.game_data.on_tree_chopped(amount)?;", + "msg!(", + "\\"You chopped a tree and got 1 wood. You have {} wood and {} energy left.\\",", + "ctx.accounts.player.wood,", + "ctx.accounts.player.energy", + ");", + "Ok(())", + "}", + "#[derive(Accounts, Session)]", + "#[instruction(level_seed: String)]", + "pub struct ChopTree<'info> {", + "#[session(", + "// The ephemeral key pair signing the transaction", + "signer = signer,", + "// The authority of the user account which must have created the session", + "authority = player.authority.key()", + ")]", + "// Session Tokens are passed as optional accounts", + "pub session_token: Option>,", + "// There is one PlayerData account", + "#[account(", + "mut,", + "seeds = [b\\"player\\".as_ref(), player.authority.key().as_ref()],", + "bump,", + ")]", + "pub player: Account<'info, PlayerData>,", + "// There can be multiple levels the seed for the level is passed in the instruction", + "// First player starting a new level will pay for the account in the current setup", + "#[account(", + "init_if_needed,", + "payer = signer,", + "space = 1000,", + "seeds = [level_seed.as_ref()],", + "bump,", + ")]", + "pub game_data: Account<'info, GameData>,", + "#[account(mut)]", + "pub signer: Signer<'info>,", + "pub system_program: Program<'info, System>,", + "}" + ] }, "init_player.rs": { "path": "./program/programs/lumberjack/src/instructions/init_player.rs", "isBinary": false, - "content": "pub use crate::errors::GameErrorCode;\\nuse crate::state::player_data::PlayerData;\\nuse crate::{constants::MAX_ENERGY, GameData};\\nuse anchor_lang::prelude::*;\\n\\npub fn init_player(ctx: Context) -> Result<()> {\\n ctx.accounts.player.energy = MAX_ENERGY;\\n ctx.accounts.player.last_login = Clock::get()?.unix_timestamp;\\n ctx.accounts.player.authority = ctx.accounts.signer.key();\\n Ok(())\\n}\\n\\n#[derive(Accounts)]\\n#[instruction(level_seed: String)]\\npub struct InitPlayer<'info> {\\n #[account(\\n init,\\n payer = signer,\\n space = 1000, // 8+32+x+1+8+8+8 But taking 1000 to have space to expand easily.\\n seeds = [b\\"player\\".as_ref(), signer.key().as_ref()],\\n bump,\\n )]\\n pub player: Account<'info, PlayerData>,\\n\\n #[account(\\n init_if_needed,\\n payer = signer,\\n space = 1000, // 8 + 8 for anchor account discriminator and the u64. Using 1000 to have space to expand easily.\\n seeds = [level_seed.as_ref()],\\n bump,\\n )]\\n pub game_data: Account<'info, GameData>,\\n\\n #[account(mut)]\\n pub signer: Signer<'info>,\\n pub system_program: Program<'info, System>,\\n}\\n" + "content": [ + "pub use crate::errors::GameErrorCode;", + "use crate::state::player_data::PlayerData;", + "use crate::{constants::MAX_ENERGY, GameData};", + "use anchor_lang::prelude::*;", + "pub fn init_player(ctx: Context) -> Result<()> {", + "ctx.accounts.player.energy = MAX_ENERGY;", + "ctx.accounts.player.last_login = Clock::get()?.unix_timestamp;", + "ctx.accounts.player.authority = ctx.accounts.signer.key();", + "Ok(())", + "}", + "#[derive(Accounts)]", + "#[instruction(level_seed: String)]", + "pub struct InitPlayer<'info> {", + "#[account(", + "init,", + "payer = signer,", + "space = 1000, // 8+32+x+1+8+8+8 But taking 1000 to have space to expand easily.", + "seeds = [b\\"player\\".as_ref(), signer.key().as_ref()],", + "bump,", + ")]", + "pub player: Account<'info, PlayerData>,", + "#[account(", + "init_if_needed,", + "payer = signer,", + "space = 1000, // 8 + 8 for anchor account discriminator and the u64. Using 1000 to have space to expand easily.", + "seeds = [level_seed.as_ref()],", + "bump,", + ")]", + "pub game_data: Account<'info, GameData>,", + "#[account(mut)]", + "pub signer: Signer<'info>,", + "pub system_program: Program<'info, System>,", + "}" + ] }, "mod.rs": { "path": "./program/programs/lumberjack/src/instructions/mod.rs", "isBinary": false, - "content": "//! All instructions\\npub mod chop_tree;\\npub mod init_player;\\n\\npub use chop_tree::*;\\npub use init_player::*;\\n" + "content": [ + "//! All instructions", + "pub mod chop_tree;", + "pub mod init_player;", + "pub use chop_tree::*;", + "pub use init_player::*;" + ] } } }, "lib.rs": { "path": "./program/programs/lumberjack/src/lib.rs", "isBinary": false, - "content": "pub use crate::errors::GameErrorCode;\\npub use anchor_lang::prelude::*;\\npub use session_keys::{session_auth_or, Session, SessionError};\\npub mod constants;\\npub mod errors;\\npub mod instructions;\\npub mod state;\\nuse instructions::*;\\n\\ndeclare_id!(\\"MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt\\");\\n\\n#[program]\\npub mod lumberjack {\\n\\n use super::*;\\n\\n pub fn init_player(ctx: Context, _level_seed: String) -> Result<()> {\\n init_player::init_player(ctx)\\n }\\n\\n // This function lets the player chop a tree and get 1 wood. The session_auth_or macro\\n // lets the player either use their session token or their main wallet. (The counter is only\\n // there so that the player can do multiple transactions in the same block. Without it multiple transactions\\n // in the same block would result in the same signature and therefore fail.)\\n #[session_auth_or(\\n ctx.accounts.player.authority.key() == ctx.accounts.signer.key(),\\n GameErrorCode::WrongAuthority\\n )]\\n pub fn chop_tree(ctx: Context, _level_seed: String, counter: u16) -> Result<()> {\\n chop_tree::chop_tree(ctx, counter, 1)\\n }\\n}\\n" + "content": [ + "pub use crate::errors::GameErrorCode;", + "pub use anchor_lang::prelude::*;", + "pub use session_keys::{session_auth_or, Session, SessionError};", + "pub mod constants;", + "pub mod errors;", + "pub mod instructions;", + "pub mod state;", + "use instructions::*;", + "declare_id!(\\"MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt\\");", + "#[program]", + "pub mod lumberjack {", + "use super::*;", + "pub fn init_player(ctx: Context, _level_seed: String) -> Result<()> {", + "init_player::init_player(ctx)", + "}", + "// This function lets the player chop a tree and get 1 wood. The session_auth_or macro", + "// lets the player either use their session token or their main wallet. (The counter is only", + "// there so that the player can do multiple transactions in the same block. Without it multiple transactions", + "// in the same block would result in the same signature and therefore fail.)", + "#[session_auth_or(", + "ctx.accounts.player.authority.key() == ctx.accounts.signer.key(),", + "GameErrorCode::WrongAuthority", + ")]", + "pub fn chop_tree(ctx: Context, _level_seed: String, counter: u16) -> Result<()> {", + "chop_tree::chop_tree(ctx, counter, 1)", + "}", + "}" + ] }, "state": { "path": "./program/programs/lumberjack/src/state", @@ -385,17 +2507,110 @@ exports[`preset generator should run successfully 1`] = ` "game_data.rs": { "path": "./program/programs/lumberjack/src/state/game_data.rs", "isBinary": false, - "content": "use anchor_lang::prelude::*;\\n\\nuse crate::constants::MAX_WOOD_PER_TREE;\\n\\n#[account]\\npub struct GameData {\\n pub total_wood_collected: u64,\\n}\\n\\nimpl GameData {\\n pub fn on_tree_chopped(&mut self, amount_chopped: u64) -> Result<()> {\\n match self.total_wood_collected.checked_add(amount_chopped) {\\n Some(v) => {\\n if self.total_wood_collected >= MAX_WOOD_PER_TREE {\\n self.total_wood_collected = 0;\\n msg!(\\"Tree successfully chopped. New Tree coming up.\\");\\n } else {\\n self.total_wood_collected = v;\\n msg!(\\"Total wood chopped: {}\\", v);\\n }\\n }\\n None => {\\n msg!(\\"The ever tree is completly chopped!\\");\\n }\\n };\\n\\n Ok(())\\n }\\n}\\n" + "content": [ + "use anchor_lang::prelude::*;", + "use crate::constants::MAX_WOOD_PER_TREE;", + "#[account]", + "pub struct GameData {", + "pub total_wood_collected: u64,", + "}", + "impl GameData {", + "pub fn on_tree_chopped(&mut self, amount_chopped: u64) -> Result<()> {", + "match self.total_wood_collected.checked_add(amount_chopped) {", + "Some(v) => {", + "if self.total_wood_collected >= MAX_WOOD_PER_TREE {", + "self.total_wood_collected = 0;", + "msg!(\\"Tree successfully chopped. New Tree coming up.\\");", + "} else {", + "self.total_wood_collected = v;", + "msg!(\\"Total wood chopped: {}\\", v);", + "}", + "}", + "None => {", + "msg!(\\"The ever tree is completly chopped!\\");", + "}", + "};", + "Ok(())", + "}", + "}" + ] }, "mod.rs": { "path": "./program/programs/lumberjack/src/state/mod.rs", "isBinary": false, - "content": "pub mod game_data;\\npub mod player_data;\\n" + "content": [ + "pub mod game_data;", + "pub mod player_data;" + ] }, "player_data.rs": { "path": "./program/programs/lumberjack/src/state/player_data.rs", "isBinary": false, - "content": "use crate::constants::*;\\nuse anchor_lang::prelude::*;\\n\\n#[account]\\npub struct PlayerData {\\n pub authority: Pubkey,\\n pub name: String,\\n pub level: u8,\\n pub xp: u64,\\n pub wood: u64,\\n pub energy: u64,\\n pub last_login: i64,\\n pub last_id: u16,\\n}\\n\\nimpl PlayerData {\\n pub fn print(&mut self) -> Result<()> {\\n // Note that logging costs a lot of compute. So don't use it too much.\\n msg!(\\n \\"Authority: {} Wood: {} Energy: {}\\",\\n self.authority,\\n self.wood,\\n self.energy\\n );\\n Ok(())\\n }\\n\\n pub fn update_energy(&mut self) -> Result<()> {\\n // Get the current timestamp\\n let current_timestamp = Clock::get()?.unix_timestamp;\\n\\n // Calculate the time passed since the last login\\n let mut time_passed: i64 = current_timestamp - self.last_login;\\n\\n // Calculate the time spent refilling energy\\n let mut time_spent = 0;\\n\\n while time_passed >= TIME_TO_REFILL_ENERGY && self.energy < MAX_ENERGY {\\n self.energy += 1;\\n time_passed -= TIME_TO_REFILL_ENERGY;\\n time_spent += TIME_TO_REFILL_ENERGY;\\n }\\n\\n if self.energy >= MAX_ENERGY {\\n self.last_login = current_timestamp;\\n } else {\\n self.last_login += time_spent;\\n }\\n\\n Ok(())\\n }\\n\\n pub fn chop_tree(&mut self, amount: u64) -> Result<()> {\\n match self.wood.checked_add(amount) {\\n Some(v) => {\\n self.wood = v;\\n }\\n None => {\\n msg!(\\"Total wood reached!\\");\\n }\\n };\\n match self.energy.checked_sub(amount) {\\n Some(v) => {\\n self.energy = v;\\n }\\n None => {\\n self.energy = 0;\\n }\\n };\\n Ok(())\\n }\\n}\\n" + "content": [ + "use crate::constants::*;", + "use anchor_lang::prelude::*;", + "#[account]", + "pub struct PlayerData {", + "pub authority: Pubkey,", + "pub name: String,", + "pub level: u8,", + "pub xp: u64,", + "pub wood: u64,", + "pub energy: u64,", + "pub last_login: i64,", + "pub last_id: u16,", + "}", + "impl PlayerData {", + "pub fn print(&mut self) -> Result<()> {", + "// Note that logging costs a lot of compute. So don't use it too much.", + "msg!(", + "\\"Authority: {} Wood: {} Energy: {}\\",", + "self.authority,", + "self.wood,", + "self.energy", + ");", + "Ok(())", + "}", + "pub fn update_energy(&mut self) -> Result<()> {", + "// Get the current timestamp", + "let current_timestamp = Clock::get()?.unix_timestamp;", + "// Calculate the time passed since the last login", + "let mut time_passed: i64 = current_timestamp - self.last_login;", + "// Calculate the time spent refilling energy", + "let mut time_spent = 0;", + "while time_passed >= TIME_TO_REFILL_ENERGY && self.energy < MAX_ENERGY {", + "self.energy += 1;", + "time_passed -= TIME_TO_REFILL_ENERGY;", + "time_spent += TIME_TO_REFILL_ENERGY;", + "}", + "if self.energy >= MAX_ENERGY {", + "self.last_login = current_timestamp;", + "} else {", + "self.last_login += time_spent;", + "}", + "Ok(())", + "}", + "pub fn chop_tree(&mut self, amount: u64) -> Result<()> {", + "match self.wood.checked_add(amount) {", + "Some(v) => {", + "self.wood = v;", + "}", + "None => {", + "msg!(\\"Total wood reached!\\");", + "}", + "};", + "match self.energy.checked_sub(amount) {", + "Some(v) => {", + "self.energy = v;", + "}", + "None => {", + "self.energy = 0;", + "}", + "};", + "Ok(())", + "}", + "}" + ] } } } @@ -408,7 +2623,19 @@ exports[`preset generator should run successfully 1`] = ` "rustfmt.toml": { "path": "./program/rustfmt.toml", "isBinary": false, - "content": "comment_width = 80\\nedition = \\"2021\\"\\nformat_code_in_doc_comments = true\\nformat_strings = true\\ngroup_imports = \\"One\\"\\nignore = [\\n \\"**/*/entrypoint.rs\\"\\n]\\nimports_granularity = \\"One\\"\\nuse_field_init_shorthand = true\\nwrap_comments = true" + "content": [ + "comment_width = 80", + "edition = \\"2021\\"", + "format_code_in_doc_comments = true", + "format_strings = true", + "group_imports = \\"One\\"", + "ignore = [", + "\\"**/*/entrypoint.rs\\"", + "]", + "imports_granularity = \\"One\\"", + "use_field_init_shorthand = true", + "wrap_comments = true" + ] }, "tests": { "path": "./program/tests", @@ -416,96 +2643,611 @@ exports[`preset generator should run successfully 1`] = ` "lumberjack.ts": { "path": "./program/tests/lumberjack.ts", "isBinary": false, - "content": "import * as anchor from '@coral-xyz/anchor';\\nimport { Program } from '@coral-xyz/anchor';\\nimport { Lumberjack } from '../target/types/lumberjack';\\n\\ndescribe('lumberjack', () => {\\n // Configure the client to use the local cluster.\\n anchor.setProvider(anchor.AnchorProvider.env());\\n const program = anchor.workspace.Lumberjack as Program;\\n\\n it('Init player and chop tree!', async () => {\\n const localKeypair = anchor.web3.Keypair.generate();\\n\\n const res = await anchor\\n .getProvider()\\n .connection.requestAirdrop(localKeypair.publicKey, 1e9);\\n await anchor.getProvider().connection.confirmTransaction(res, 'confirmed');\\n\\n const [playerPDA] = anchor.web3.PublicKey.findProgramAddressSync(\\n [Buffer.from('player'), localKeypair.publicKey.toBuffer()],\\n program.programId\\n );\\n\\n const [gameDataPDA] = anchor.web3.PublicKey.findProgramAddressSync(\\n [Buffer.from('gameData')],\\n program.programId\\n );\\n\\n let tx = await program.methods\\n .initPlayer()\\n .accounts({\\n player: playerPDA,\\n gameData: gameDataPDA,\\n signer: localKeypair.publicKey,\\n systemProgram: anchor.web3.SystemProgram.programId,\\n })\\n .signers([localKeypair])\\n .rpc({ skipPreflight: true });\\n console.log('Init transaction', tx);\\n\\n await anchor.getProvider().connection.confirmTransaction(tx, 'confirmed');\\n\\n console.log('Confirmed', tx);\\n\\n for (let i = 0; i < 11; i++) {\\n console.log(\`Chop instruction \${i}\`);\\n\\n tx = await program.methods\\n .chopTree('gameData', 0)\\n .accounts({\\n sessionToken: null,\\n player: playerPDA,\\n gameData: gameDataPDA,\\n systemProgram: anchor.web3.SystemProgram.programId,\\n signer: localKeypair.publicKey,\\n })\\n .signers([localKeypair])\\n .rpc({ skipPreflight: true });\\n console.log('Chop instruction', tx);\\n await anchor.getProvider().connection.confirmTransaction(tx, 'confirmed');\\n }\\n\\n const accountInfo = await anchor\\n .getProvider()\\n .connection.getAccountInfo(playerPDA, 'confirmed');\\n const decoded = program.coder.accounts.decode(\\n 'PlayerData',\\n accountInfo.data\\n );\\n console.log('Player account info', JSON.stringify(decoded));\\n });\\n});\\n" + "content": [ + "import * as anchor from '@coral-xyz/anchor';", + "import { Program } from '@coral-xyz/anchor';", + "import { Lumberjack } from '../target/types/lumberjack';", + "describe('lumberjack', () => {", + "// Configure the client to use the local cluster.", + "anchor.setProvider(anchor.AnchorProvider.env());", + "const program = anchor.workspace.Lumberjack as Program;", + "it('Init player and chop tree!', async () => {", + "const localKeypair = anchor.web3.Keypair.generate();", + "const res = await anchor", + ".getProvider()", + ".connection.requestAirdrop(localKeypair.publicKey, 1e9);", + "await anchor.getProvider().connection.confirmTransaction(res, 'confirmed');", + "const [playerPDA] = anchor.web3.PublicKey.findProgramAddressSync(", + "[Buffer.from('player'), localKeypair.publicKey.toBuffer()],", + "program.programId", + ");", + "const [gameDataPDA] = anchor.web3.PublicKey.findProgramAddressSync(", + "[Buffer.from('gameData')],", + "program.programId", + ");", + "let tx = await program.methods", + ".initPlayer()", + ".accounts({", + "player: playerPDA,", + "gameData: gameDataPDA,", + "signer: localKeypair.publicKey,", + "systemProgram: anchor.web3.SystemProgram.programId,", + "})", + ".signers([localKeypair])", + ".rpc({ skipPreflight: true });", + "console.log('Init transaction', tx);", + "await anchor.getProvider().connection.confirmTransaction(tx, 'confirmed');", + "console.log('Confirmed', tx);", + "for (let i = 0; i < 11; i++) {", + "console.log(\`Chop instruction \${i}\`);", + "tx = await program.methods", + ".chopTree('gameData', 0)", + ".accounts({", + "sessionToken: null,", + "player: playerPDA,", + "gameData: gameDataPDA,", + "systemProgram: anchor.web3.SystemProgram.programId,", + "signer: localKeypair.publicKey,", + "})", + ".signers([localKeypair])", + ".rpc({ skipPreflight: true });", + "console.log('Chop instruction', tx);", + "await anchor.getProvider().connection.confirmTransaction(tx, 'confirmed');", + "}", + "const accountInfo = await anchor", + ".getProvider()", + ".connection.getAccountInfo(playerPDA, 'confirmed');", + "const decoded = program.coder.accounts.decode(", + "'PlayerData',", + "accountInfo.data", + ");", + "console.log('Player account info', JSON.stringify(decoded));", + "});", + "});" + ] } } }, "tsconfig.json": { "path": "./program/tsconfig.json", "isBinary": false, - "content": "{\\n \\"compilerOptions\\": {\\n \\"types\\": [\\"mocha\\", \\"chai\\"],\\n \\"typeRoots\\": [\\"./node_modules/@types\\"],\\n \\"lib\\": [\\"es2015\\"],\\n \\"module\\": \\"commonjs\\",\\n \\"target\\": \\"es6\\",\\n \\"esModuleInterop\\": true\\n }\\n}\\n" + "content": [ + "{", + "\\"compilerOptions\\": {", + "\\"types\\": [\\"mocha\\", \\"chai\\"],", + "\\"typeRoots\\": [\\"./node_modules/@types\\"],", + "\\"lib\\": [\\"es2015\\"],", + "\\"module\\": \\"commonjs\\",", + "\\"target\\": \\"es6\\",", + "\\"esModuleInterop\\": true", + "}", + "}" + ] }, "yarn.lock": { "path": "./program/yarn.lock", - "isBinary": false, - "content": "# THIS IS AN AUTOGENERATED FILE. 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- }, ".gitattributes": { "path": "./unity/Lumberjack/.gitattributes", "isBinary": false, - "content": "# Auto detect text files and perform LF normalization\\n* text=auto\\n\\n# Custom for Visual Studio\\n*.cs diff=csharp\\n\\n# Standard to msysgit\\n*.doc\\t diff=astextplain\\n*.DOC\\t diff=astextplain\\n*.docx diff=astextplain\\n*.DOCX diff=astextplain\\n*.dot diff=astextplain\\n*.DOT diff=astextplain\\n*.pdf diff=astextplain\\n*.PDF\\t diff=astextplain\\n*.rtf\\t diff=astextplain\\n*.RTF\\t diff=astextplain\\n" + "content": [ + "# Auto detect text files and perform LF normalization", + "* text=auto", + "# Custom for Visual Studio", + "*.cs diff=csharp", + "# Standard to msysgit", + "*.doc\\t diff=astextplain", + "*.DOC\\t diff=astextplain", + "*.docx diff=astextplain", + "*.DOCX diff=astextplain", + "*.dot diff=astextplain", + "*.DOT diff=astextplain", + "*.pdf diff=astextplain", + "*.PDF\\t diff=astextplain", + "*.rtf\\t diff=astextplain", + "*.RTF\\t diff=astextplain" + ] }, 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- }, "DOTween 4": { "path": "./unity/Lumberjack/Assets/DOTween 4", "children": { "DOTween.XML": { "path": "./unity/Lumberjack/Assets/DOTween 4/DOTween.XML", "isBinary": false, - "content": "\\r\\n\\r\\n \\r\\n DOTween\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Types of autoPlay behaviours\\r\\n \\r\\n \\r\\n \\r\\n No tween is automatically played\\r\\n \\r\\n \\r\\n Only Sequences are automatically played\\r\\n \\r\\n \\r\\n Only Tweeners are automatically played\\r\\n \\r\\n \\r\\n All tweens are automatically played\\r\\n \\r\\n \\r\\n \\r\\n What axis to constrain in case of Vector tweens\\r\\n \\r\\n \\r\\n \\r\\n Called the first time the tween is set in a playing state, after any eventual delay\\r\\n \\r\\n \\r\\n \\r\\n Used in place of System.Func, which is not available in mscorlib.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used in place of System.Action.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween).\\r\\n Contains all instance-based methods\\r\\n \\r\\n \\r\\n \\r\\n Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame\\r\\n \\r\\n \\r\\n \\r\\n Directly sets the current max capacity of Tweeners and Sequences\\r\\n (meaning how many Tweeners and Sequences can be running at the same time),\\r\\n so that DOTween doesn't need to automatically increase them in case the max is reached\\r\\n (which might lead to hiccups when that happens).\\r\\n Sequences capacity must be less or equal to Tweeners capacity\\r\\n (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).\\r\\n Beware: use this method only when there are no tweens running.\\r\\n \\r\\n Max Tweeners capacity.\\r\\n Default: 200\\r\\n Max Sequences capacity.\\r\\n Default: 50\\r\\n \\r\\n \\r\\n \\r\\n This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.\\r\\n \\r\\n \\r\\n Current time (in frames or seconds).\\r\\n \\r\\n \\r\\n Expected easing duration (in frames or seconds).\\r\\n \\r\\n Unused: here to keep same delegate for all ease types.\\r\\n Unused: here to keep same delegate for all ease types.\\r\\n \\r\\n The eased value.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.\\r\\n \\r\\n \\r\\n Current time (in frames or seconds).\\r\\n \\r\\n \\r\\n Expected easing duration (in frames or seconds).\\r\\n \\r\\n Unused: here to keep same delegate for all ease types.\\r\\n Unused: here to keep same delegate for all ease types.\\r\\n \\r\\n The eased value.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.\\r\\n \\r\\n \\r\\n Current time (in frames or seconds).\\r\\n \\r\\n \\r\\n Expected easing duration (in frames or seconds).\\r\\n \\r\\n Unused: here to keep same delegate for all ease types.\\r\\n Unused: here to keep same delegate for all ease types.\\r\\n \\r\\n The eased value.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used to interpret AnimationCurves as eases.\\r\\n Public so it can be used by external ease factories\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode\\r\\n \\r\\n \\r\\n \\r\\n If the Sequence contains other elements, kill the failed tween but preserve the rest\\r\\n \\r\\n \\r\\n Kill the whole Sequence\\r\\n \\r\\n \\r\\n \\r\\n Log types thrown by errors captured and prevented by safe mode\\r\\n \\r\\n \\r\\n \\r\\n No logs. NOT RECOMMENDED\\r\\n \\r\\n \\r\\n Throw a normal log\\r\\n \\r\\n \\r\\n Throw a warning log (default)\\r\\n \\r\\n \\r\\n Throw an error log\\r\\n \\r\\n \\r\\n \\r\\n Additional notices passed to plugins when updating.\\r\\n Public so it can be used by custom plugins. Internally, only PathPlugin uses it\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n None\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Lets the plugin know that we restarted or rewinded\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n OnRewind callback behaviour (can only be set via DOTween's Utility Panel)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded.\\r\\n When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Public only so custom shortcuts can access some of these methods\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n INTERNAL: used by DO shortcuts and Modules to set special startup mode\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n INTERNAL: used by DO shortcuts and Modules to set the tween as blendable\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used to dispatch commands that need to be captured externally, usually by Modules\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Various utils\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a Vector3 with z = 0\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns the 2D angle between two vectors\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a point on a circle with the given center and radius,\\r\\n using Unity's circle coordinates (0° points up and increases clockwise)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Uses approximate equality on each axis instead of Unity's Vector3 equality,\\r\\n because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Looks for the type within all possible project assembly names\\r\\n \\r\\n \\r\\n \\r\\n NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new start value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n \\r\\n \\r\\n NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new end value\\r\\n If TRUE the start value will become the current target's value, otherwise it will stay the same\\r\\n \\r\\n \\r\\n NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new end value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n If TRUE the start value will become the current target's value, otherwise it will stay the same\\r\\n \\r\\n \\r\\n NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new start value\\r\\n The new end value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n \\r\\n \\r\\n \\r\\n Struct that stores two colors (used for LineRenderer tweens)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used for tween callbacks\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used for tween callbacks\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly.\\r\\n Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).\\r\\n To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter\\r\\n (do not use any of the other public PureQuaternionPlugin methods):\\r\\n DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plug this plugin inside a DOTween.To call.\\r\\n Example:\\r\\n DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);\\r\\n \\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n INTERNAL: do not use\\r\\n \\r\\n \\r\\n \\r\\n Extra non-tweening-related curve methods\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Cubic bezier curve methods\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Calculates a point along the given Cubic Bezier segment-curve.\\r\\n \\r\\n Segment start point\\r\\n Start point's control point/handle\\r\\n Segment end point\\r\\n End point's control point/handle\\r\\n 0-1 percentage along which to retrieve point\\r\\n \\r\\n \\r\\n \\r\\n Returns an array containing a series of points along the given Cubic Bezier segment-curve.\\r\\n \\r\\n Start point\\r\\n Start point's control point/handle\\r\\n End point\\r\\n End point's control point/handle\\r\\n Cloud resolution (min: 2)\\r\\n \\r\\n \\r\\n \\r\\n Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.\\r\\n \\r\\n Start point\\r\\n Start point's control point/handle\\r\\n End point\\r\\n End point's control point/handle\\r\\n Cloud resolution (min: 2)\\r\\n \\r\\n \\r\\n \\r\\n Main DOTween class. Contains static methods to create and control tweens in a generic way\\r\\n \\r\\n \\r\\n \\r\\n DOTween's version\\r\\n \\r\\n \\r\\n If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things\\r\\n (like targets becoming null while a tween is playing).\\r\\n Default: TRUE\\r\\n \\r\\n \\r\\n Log type when safe mode reports capturing an error and preventing it\\r\\n \\r\\n \\r\\n Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode).\\r\\n Default: NestedTweenFailureBehaviour.TryToPreserveSequence\\r\\n \\r\\n \\r\\n If TRUE you will get a DOTween report when exiting play mode (only in the Editor).\\r\\n Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly.\\r\\n Beware, this will slightly slow down your tweens while inside Unity Editor.\\r\\n Default: FALSE\\r\\n \\r\\n \\r\\n Global DOTween global timeScale (default: 1).\\r\\n The final timeScale of a non-timeScaleIndependent tween is:\\r\\n Unity's Time.timeScale * DOTween.timeScale * tween.timeScale\\r\\n while the final timeScale of a timeScaleIndependent tween is:\\r\\n DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale\\r\\n \\r\\n \\r\\n DOTween timeScale applied only to timeScaleIndependent tweens (default: 1).\\r\\n The final timeScale of a timeScaleIndependent tween is:\\r\\n DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale\\r\\n \\r\\n \\r\\n If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens\\r\\n (unless they're set as timeScaleIndependent, in which case a value between the last timestep\\r\\n and will be used instead).\\r\\n Setting this to TRUE will lead to smoother animations.\\r\\n Default: FALSE\\r\\n \\r\\n \\r\\n If is TRUE, this indicates the max timeStep that an independent update call can last.\\r\\n Setting this to TRUE will lead to smoother animations.\\r\\n Default: FALSE\\r\\n \\r\\n \\r\\n DOTween's log behaviour.\\r\\n Default: LogBehaviour.ErrorsOnly\\r\\n \\r\\n \\r\\n 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.\\r\\n Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.\\r\\n This method must return a bool and accept two parameters:\\r\\n - LogType: the type of Unity log that DOTween is trying to log\\r\\n - object: the log message that DOTween wants to log\\r\\n \\r\\n \\r\\n If TRUE draws path gizmos in Unity Editor (if the gizmos button is active).\\r\\n Deactivate this if you want to avoid gizmos overhead while in Unity Editor\\r\\n \\r\\n \\r\\n If TRUE activates various debug options\\r\\n \\r\\n \\r\\n Stores the target id so it can be used to give more info in case of safeMode error capturing.\\r\\n Only active if both debugMode and useSafeMode are TRUE\\r\\n \\r\\n \\r\\n Default updateType for new tweens.\\r\\n Default: UpdateType.Normal\\r\\n \\r\\n \\r\\n Sets whether Unity's timeScale should be taken into account by default or not.\\r\\n Default: false\\r\\n \\r\\n \\r\\n Default autoPlay behaviour for new tweens.\\r\\n Default: AutoPlay.All\\r\\n \\r\\n \\r\\n Default autoKillOnComplete behaviour for new tweens.\\r\\n Default: TRUE\\r\\n \\r\\n \\r\\n Default loopType applied to all new tweens.\\r\\n Default: LoopType.Restart\\r\\n \\r\\n \\r\\n If TRUE all newly created tweens are set as recyclable, otherwise not.\\r\\n Default: FALSE\\r\\n \\r\\n \\r\\n Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default).\\r\\n Default: Ease.InOutQuad\\r\\n \\r\\n \\r\\n Default overshoot/amplitude used for eases\\r\\n Default: 1.70158f\\r\\n \\r\\n \\r\\n Default period used for eases\\r\\n Default: 0\\r\\n \\r\\n \\r\\n Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance\\r\\n \\r\\n \\r\\n \\r\\n Must be called once, before the first ever DOTween call/reference,\\r\\n otherwise it will be called automatically and will use default options.\\r\\n Calling it a second time won't have any effect.\\r\\n You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences:\\r\\n DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);\\r\\n \\r\\n If TRUE all new tweens will be set for recycling, meaning that when killed,\\r\\n instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid\\r\\n GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active\\r\\n even if they were killed (since they might have been respawned and are now being used for other tweens).\\r\\n If you want to automatically set your tween references to NULL when a tween is killed \\r\\n you can use the OnKill callback like this:\\r\\n .OnKill(()=> myTweenReference = null)\\r\\n You can change this setting at any time by changing the static property,\\r\\n or you can set the recycling behaviour for each tween separately, using:\\r\\n SetRecyclable(bool recyclable)\\r\\n Default: FALSE\\r\\n If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things\\r\\n (like targets becoming null while a tween is playing).\\r\\n You can change this setting at any time by changing the static property.\\r\\n Default: FALSE\\r\\n Type of logging to use.\\r\\n You can change this setting at any time by changing the static property.\\r\\n Default: ErrorsOnly\\r\\n \\r\\n \\r\\n \\r\\n Directly sets the current max capacity of Tweeners and Sequences\\r\\n (meaning how many Tweeners and Sequences can be running at the same time),\\r\\n so that DOTween doesn't need to automatically increase them in case the max is reached\\r\\n (which might lead to hiccups when that happens).\\r\\n Sequences capacity must be less or equal to Tweeners capacity\\r\\n (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).\\r\\n Beware: use this method only when there are no tweens running.\\r\\n \\r\\n Max Tweeners capacity.\\r\\n Default: 200\\r\\n Max Sequences capacity.\\r\\n Default: 50\\r\\n \\r\\n \\r\\n \\r\\n Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values.\\r\\n \\r\\n If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else\\r\\n (so that next time you use it it will need to be re-initialized)\\r\\n \\r\\n \\r\\n \\r\\n Clears all cached tween pools.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL)\\r\\n and returns the total number of invalid tweens found and removed.\\r\\n IMPORTANT: this will cause an error on UWP platform, so don't use it there \\r\\n BEWARE: this is a slightly expensive operation so use it with care\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Updates all tweens that are set to .\\r\\n \\r\\n Manual deltaTime\\r\\n Unscaled delta time (used with tweens set as timeScaleIndependent)\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a property or field to the given value using a custom plugin\\r\\n The plugin to use. Each custom plugin implements a static Get() method\\r\\n you'll need to call to assign the correct plugin in the correct way, like this:\\r\\n CustomPlugin.Get()\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens only one axis of a Vector3 to the given value using default plugins.\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n The axis to tween\\r\\n \\r\\n \\r\\n Tweens only the alpha of a Color to the given value using default plugins\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end value to reachThe tween's duration\\r\\n \\r\\n \\r\\n Tweens a virtual property from the given start to the given end value \\r\\n and implements a setter that allows to use that value with an external method or a lambda\\r\\n Example:\\r\\n To(MyMethod, 0, 12, 0.5f);\\r\\n Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)\\r\\n The action to perform with the tweened value\\r\\n The value to start from\\r\\n The end value to reach\\r\\n The duration of the virtual tween\\r\\n \\r\\n \\r\\n \\r\\n Punches a Vector3 towards the given direction and then back to the starting one\\r\\n as if it was connected to the starting position via an elastic.\\r\\n This tween type generates some GC allocations at startup\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The direction and strength of the punch\\r\\n The duration of the tween\\r\\n Indicates how much will the punch vibrate\\r\\n Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.\\r\\n 1 creates a full oscillation between the direction and the opposite decaying direction,\\r\\n while 0 oscillates only between the starting position and the decaying direction\\r\\n \\r\\n \\r\\n Shakes a Vector3 with the given values.\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction and behave like a random punch.\\r\\n If TRUE only shakes on the X Y axis (looks better with things like cameras).\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Vector3 with the given values.\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction and behave like a random punch.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Tweens a property or field to the given values using default plugins.\\r\\n Ease is applied between each segment and not as a whole.\\r\\n This tween type generates some GC allocations at startup\\r\\n A getter for the field or property to tween.\\r\\n Example usage with lambda:()=> myProperty\\r\\n A setter for the field or property to tween\\r\\n Example usage with lambda:x=> myProperty = x\\r\\n The end values to reach for each segment. This array must have the same length as durations\\r\\n The duration of each segment. This array must have the same length as endValues\\r\\n \\r\\n \\r\\n \\r\\n Returns a new to be used for tween groups.\\r\\n Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts,\\r\\n so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add\\r\\n the target manually; you can do that directly by using the overload instead of this one\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a new to be used for tween groups, and allows to set a target\\r\\n (because Sequences don't have their target set automatically like Tweener creation shortcuts).\\r\\n That way killing/controlling tweens by target will apply to this Sequence too.\\r\\n \\r\\n The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target),\\r\\n useless otherwise\\r\\n \\r\\n \\r\\n Completes all tweens and returns the number of actual tweens completed\\r\\n (meaning tweens that don't have infinite loops and were not already complete)\\r\\n For Sequences only: if TRUE also internal Sequence callbacks will be fired,\\r\\n otherwise they will be ignored\\r\\n \\r\\n \\r\\n Completes all tweens with the given ID or target and returns the number of actual tweens completed\\r\\n (meaning the tweens that don't have infinite loops and were not already complete)\\r\\n For Sequences only: if TRUE internal Sequence callbacks will be fired,\\r\\n otherwise they will be ignored\\r\\n \\r\\n \\r\\n Flips all tweens (changing their direction to forward if it was backwards and viceversa),\\r\\n then returns the number of actual tweens flipped\\r\\n \\r\\n \\r\\n Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa),\\r\\n then returns the number of actual tweens flipped\\r\\n \\r\\n \\r\\n Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved\\r\\n \\r\\n \\r\\n Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles)\\r\\n and returns the actual tweens involved\\r\\n \\r\\n \\r\\n Kills all tweens and returns the number of actual tweens killed\\r\\n If TRUE completes the tweens before killing them\\r\\n \\r\\n \\r\\n Kills all tweens and returns the number of actual tweens killed\\r\\n If TRUE completes the tweens before killing them\\r\\n Eventual IDs or targets to exclude from the killing\\r\\n \\r\\n \\r\\n Kills all tweens with the given ID or target and returns the number of actual tweens killed\\r\\n If TRUE completes the tweens before killing them\\r\\n \\r\\n \\r\\n Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed\\r\\n If TRUE completes the tweens before killing them\\r\\n \\r\\n \\r\\n Pauses all tweens and returns the number of actual tweens paused\\r\\n \\r\\n \\r\\n Pauses all tweens with the given ID or target and returns the number of actual tweens paused\\r\\n (meaning the tweens that were actually playing and have been paused)\\r\\n \\r\\n \\r\\n Plays all tweens and returns the number of actual tweens played\\r\\n (meaning tweens that were not already playing or complete)\\r\\n \\r\\n \\r\\n Plays all tweens with the given ID or target and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already playing or complete)\\r\\n \\r\\n \\r\\n Plays all tweens with the given target and the given ID, and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already playing or complete)\\r\\n \\r\\n \\r\\n Plays backwards all tweens and returns the number of actual tweens played\\r\\n (meaning tweens that were not already started, playing backwards or rewinded)\\r\\n \\r\\n \\r\\n Plays backwards all tweens with the given ID or target and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already started, playing backwards or rewinded)\\r\\n \\r\\n \\r\\n Plays backwards all tweens with the given target and ID and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already started, playing backwards or rewinded)\\r\\n \\r\\n \\r\\n Plays forward all tweens and returns the number of actual tweens played\\r\\n (meaning tweens that were not already playing forward or complete)\\r\\n \\r\\n \\r\\n Plays forward all tweens with the given ID or target and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already playing forward or complete)\\r\\n \\r\\n \\r\\n Plays forward all tweens with the given target and ID and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already started, playing backwards or rewinded)\\r\\n \\r\\n \\r\\n Restarts all tweens, then returns the number of actual tweens restarted\\r\\n \\r\\n \\r\\n Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted\\r\\n If TRUE includes the eventual tweens delays, otherwise skips them\\r\\n If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it\\r\\n \\r\\n \\r\\n Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played\\r\\n (meaning the tweens that were not already playing or complete)\\r\\n If TRUE includes the eventual tweens delays, otherwise skips them\\r\\n If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it\\r\\n \\r\\n \\r\\n Rewinds and pauses all tweens, then returns the number of actual tweens rewinded\\r\\n (meaning tweens that were not already rewinded)\\r\\n \\r\\n \\r\\n Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded\\r\\n (meaning the tweens that were not already rewinded)\\r\\n \\r\\n \\r\\n Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded\\r\\n (meaning tweens that were not already rewinded).\\r\\n A \\"smooth rewind\\" animates the tween to its start position,\\r\\n skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.\\r\\n Note that a tween that was smoothly rewinded will have its play direction flipped\\r\\n \\r\\n \\r\\n Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded\\r\\n (meaning the tweens that were not already rewinded).\\r\\n A \\"smooth rewind\\" animates the tween to its start position,\\r\\n skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.\\r\\n Note that a tween that was smoothly rewinded will have its play direction flipped\\r\\n \\r\\n \\r\\n Toggles the play state of all tweens and returns the number of actual tweens toggled\\r\\n (meaning tweens that could be played or paused, depending on the toggle state)\\r\\n \\r\\n \\r\\n Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled\\r\\n (meaning the tweens that could be played or paused, depending on the toggle state)\\r\\n \\r\\n \\r\\n \\r\\n Returns TRUE if a tween with the given ID or target is active.\\r\\n You can also use this to know if a shortcut tween is active for a given target.\\r\\n Example:\\r\\n transform.DOMoveX(45, 1); // transform is automatically added as the tween target\\r\\n DOTween.IsTweening(transform); // Returns true\\r\\n \\r\\n The target or ID to look for\\r\\n If FALSE (default) returns TRUE as long as a tween for the given target/ID is active,\\r\\n otherwise also requires it to be playing\\r\\n \\r\\n \\r\\n \\r\\n Returns the total number of active tweens (so both Tweeners and Sequences).\\r\\n A tween is considered active if it wasn't killed, regardless if it's playing or paused\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns the total number of active Tweeners.\\r\\n A Tweener is considered active if it wasn't killed, regardless if it's playing or paused\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns the total number of active Sequences.\\r\\n A Sequence is considered active if it wasn't killed, regardless if it's playing or paused\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns the total number of active and playing tweens.\\r\\n A tween is considered as playing even if its delay is actually playing\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns a the total number of active tweens with the given id.\\r\\n \\r\\n If TRUE returns only the tweens with the given ID that are currently playing\\r\\n \\r\\n \\r\\n \\r\\n Returns a list of all active tweens in a playing state.\\r\\n Returns NULL if there are no active playing tweens.\\r\\n Beware: each time you call this method a new list is generated, so use it for debug only\\r\\n \\r\\n If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)\\r\\n \\r\\n \\r\\n \\r\\n Returns a list of all active tweens in a paused state.\\r\\n Returns NULL if there are no active paused tweens.\\r\\n Beware: each time you call this method a new list is generated, so use it for debug only\\r\\n \\r\\n If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)\\r\\n \\r\\n \\r\\n \\r\\n Returns a list of all active tweens with the given id.\\r\\n Returns NULL if there are no active tweens with the given id.\\r\\n Beware: each time you call this method a new list is generated\\r\\n \\r\\n If TRUE returns only the tweens with the given ID that are currently playing\\r\\n If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)\\r\\n \\r\\n \\r\\n \\r\\n Returns a list of all active tweens with the given target.\\r\\n Returns NULL if there are no active tweens with the given target.\\r\\n Beware: each time you call this method a new list is generated\\r\\n If TRUE returns only the tweens with the given target that are currently playing\\r\\n If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Creates virtual tweens that can be used to change other elements via their OnUpdate calls\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Tweens a virtual float.\\r\\n You can add regular settings to the generated tween,\\r\\n but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter\\r\\n \\r\\n The value to start from\\r\\n The value to tween to\\r\\n The duration of the tween\\r\\n A callback which must accept a parameter of type float, called at each update\\r\\n \\r\\n \\r\\n \\r\\n Tweens a virtual int.\\r\\n You can add regular settings to the generated tween,\\r\\n but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter\\r\\n \\r\\n The value to start from\\r\\n The value to tween to\\r\\n The duration of the tween\\r\\n A callback which must accept a parameter of type int, called at each update\\r\\n \\r\\n \\r\\n \\r\\n Tweens a virtual Vector2.\\r\\n You can add regular settings to the generated tween,\\r\\n but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter\\r\\n \\r\\n The value to start from\\r\\n The value to tween to\\r\\n The duration of the tween\\r\\n A callback which must accept a parameter of type Vector3, called at each update\\r\\n \\r\\n \\r\\n \\r\\n Tweens a virtual Vector3.\\r\\n You can add regular settings to the generated tween,\\r\\n but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter\\r\\n \\r\\n The value to start from\\r\\n The value to tween to\\r\\n The duration of the tween\\r\\n A callback which must accept a parameter of type Vector3, called at each update\\r\\n \\r\\n \\r\\n \\r\\n Tweens a virtual Color.\\r\\n You can add regular settings to the generated tween,\\r\\n but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter\\r\\n \\r\\n The value to start from\\r\\n The value to tween to\\r\\n The duration of the tween\\r\\n A callback which must accept a parameter of type Color, called at each update\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n Eventual overshoot to use with Back ease\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n Eventual amplitude to use with Elastic easeType\\r\\n Eventual period to use with Elastic easeType\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The AnimationCurve to use for ease\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n Eventual overshoot to use with Back ease\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The type of ease\\r\\n Eventual amplitude to use with Elastic easeType\\r\\n Eventual period to use with Elastic easeType\\r\\n \\r\\n \\r\\n Returns a value based on the given ease and lifetime percentage (0 to 1)\\r\\n The value to start from when lifetimePercentage is 0\\r\\n The value to reach when lifetimePercentage is 1\\r\\n The time percentage (0 to 1) at which the value should be taken\\r\\n The AnimationCurve to use for ease\\r\\n \\r\\n \\r\\n Fires the given callback after the given time.\\r\\n Callback delay\\r\\n Callback to fire when the delay has expired\\r\\n If TRUE (default) ignores Unity's timeScale\\r\\n \\r\\n \\r\\n \\r\\n Don't assign this! It's assigned automatically when creating 0 duration tweens\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Allows to wrap ease method in special ways, adding extra features\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS\\r\\n \\r\\n FPS at which the tween should be played\\r\\n Ease type\\r\\n \\r\\n \\r\\n \\r\\n Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS\\r\\n \\r\\n FPS at which the tween should be played\\r\\n AnimationCurve to use for the ease\\r\\n \\r\\n \\r\\n \\r\\n Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS\\r\\n \\r\\n FPS at which the tween should be played\\r\\n Custom ease function to use\\r\\n \\r\\n \\r\\n \\r\\n Used to allow method chaining with DOTween.Init\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Directly sets the current max capacity of Tweeners and Sequences\\r\\n (meaning how many Tweeners and Sequences can be running at the same time),\\r\\n so that DOTween doesn't need to automatically increase them in case the max is reached\\r\\n (which might lead to hiccups when that happens).\\r\\n Sequences capacity must be less or equal to Tweeners capacity\\r\\n (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's).\\r\\n Beware: use this method only when there are no tweens running.\\r\\n \\r\\n Max Tweeners capacity.\\r\\n Default: 200\\r\\n Max Sequences capacity.\\r\\n Default: 50\\r\\n \\r\\n \\r\\n \\r\\n Behaviour that can be assigned when chaining a SetLink to a tween\\r\\n \\r\\n \\r\\n \\r\\n Pauses the tween when the link target is disabled\\r\\n \\r\\n \\r\\n Pauses the tween when the link target is disabled, plays it when it's enabled\\r\\n \\r\\n \\r\\n Pauses the tween when the link target is disabled, restarts it when it's enabled\\r\\n \\r\\n \\r\\n Plays the tween when the link target is enabled\\r\\n \\r\\n \\r\\n Restarts the tween when the link target is enabled\\r\\n \\r\\n \\r\\n Kills the tween when the link target is disabled\\r\\n \\r\\n \\r\\n Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen\\r\\n \\r\\n \\r\\n Completes the tween when the link target is disabled\\r\\n \\r\\n \\r\\n Completes and kills the tween when the link target is disabled\\r\\n \\r\\n \\r\\n Rewinds the tween (delay excluded) when the link target is disabled\\r\\n \\r\\n \\r\\n Rewinds and kills the tween when the link target is disabled\\r\\n \\r\\n \\r\\n \\r\\n Path mode (used to determine correct LookAt orientation)\\r\\n \\r\\n \\r\\n \\r\\n Ignores the path mode (and thus LookAt behaviour)\\r\\n \\r\\n \\r\\n Regular 3D path\\r\\n \\r\\n \\r\\n 2D top-down path\\r\\n \\r\\n \\r\\n 2D side-scroller path\\r\\n \\r\\n \\r\\n \\r\\n Type of path to use with DOPath tweens\\r\\n \\r\\n \\r\\n \\r\\n Linear, composed of straight segments between each waypoint\\r\\n \\r\\n \\r\\n Curved path (which uses Catmull-Rom curves)\\r\\n \\r\\n \\r\\n EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)\\r\\n \\r\\n \\r\\n \\r\\n Tweens a Vector2 along a circle.\\r\\n EndValue represents the center of the circle, start and end value degrees are inside options\\r\\n ChangeValue x is changeValue°, y is unused\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Path control point\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Minimum input points necessary to create the path (doesn't correspond to actual waypoints required)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Gets the point on the path at the given percentage (0 to 1)\\r\\n \\r\\n The percentage (0 to 1) at which to get the point\\r\\n If TRUE constant speed is taken into account, otherwise not\\r\\n \\r\\n \\r\\n \\r\\n Base interface for all tween plugins options\\r\\n \\r\\n \\r\\n \\r\\n Resets the plugin\\r\\n \\r\\n \\r\\n \\r\\n This plugin generates some GC allocations at startup\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Path plugin works exclusively with Transforms\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Rotation mode used with DORotate methods\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Fastest way that never rotates beyond 360°\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Fastest way that rotates beyond 360°\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Adds the given rotation to the transform using world axis and an advanced precision mode\\r\\n (like when using transform.Rotate(Space.World)).\\r\\n In this mode the end value is is always considered relative\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Adds the given rotation to the transform's local axis\\r\\n (like when rotating an object with the \\"local\\" switch enabled in Unity's editor or using transform.Rotate(Space.Self)).\\r\\n In this mode the end value is is always considered relative\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Type of scramble to apply to string tweens\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n No scrambling of characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n A-Z + a-z + 0-9 characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n A-Z characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n a-z characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n 0-9 characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Custom characters\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Type of randomness to apply to a shake tween\\r\\n \\r\\n \\r\\n \\r\\n Default, full randomness\\r\\n \\r\\n \\r\\n Creates a more balanced randomness that looks more harmonic\\r\\n \\r\\n \\r\\n \\r\\n Methods that extend Tween objects and allow to control or get data from them\\r\\n \\r\\n \\r\\n \\r\\n Completes the tween\\r\\n \\r\\n \\r\\n Completes the tween\\r\\n For Sequences only: if TRUE also internal Sequence callbacks will be fired,\\r\\n otherwise they will be ignored\\r\\n \\r\\n \\r\\n Flips the direction of this tween (backwards if it was going forward or viceversa)\\r\\n \\r\\n \\r\\n Forces the tween to initialize its settings immediately\\r\\n \\r\\n \\r\\n Send the tween to the given position in time\\r\\n Time position to reach\\r\\n (if higher than the whole tween duration the tween will simply reach its end)\\r\\n If TRUE will play the tween after reaching the given position, otherwise it will pause it\\r\\n \\r\\n \\r\\n Send the tween to the given position in time while also executing any callback between the previous time position and the new one\\r\\n Time position to reach\\r\\n (if higher than the whole tween duration the tween will simply reach its end)\\r\\n If TRUE will play the tween after reaching the given position, otherwise it will pause it\\r\\n \\r\\n \\r\\n Kills the tween\\r\\n If TRUE completes the tween before killing it\\r\\n \\r\\n \\r\\n \\r\\n Forces this tween to update manually, regardless of the set via SetUpdate.\\r\\n Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.\\r\\n Also note that if you only want to update this tween instance manually you'll have to set it to anyway,\\r\\n so that it's not updated automatically.\\r\\n \\r\\n Manual deltaTime\\r\\n Unscaled delta time (used with tweens set as timeScaleIndependent)\\r\\n \\r\\n \\r\\n Pauses the tween\\r\\n \\r\\n \\r\\n Plays the tween\\r\\n \\r\\n \\r\\n Sets the tween in a backwards direction and plays it\\r\\n \\r\\n \\r\\n Sets the tween in a forward direction and plays it\\r\\n \\r\\n \\r\\n Restarts the tween from the beginning\\r\\n Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it\\r\\n Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it\\r\\n \\r\\n \\r\\n Rewinds and pauses the tween\\r\\n Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it\\r\\n \\r\\n \\r\\n Smoothly rewinds the tween (delays excluded).\\r\\n A \\"smooth rewind\\" animates the tween to its start position,\\r\\n skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent.\\r\\n 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.\\r\\n Note that a tween that was smoothly rewinded will have its play direction flipped\\r\\n \\r\\n \\r\\n Plays the tween if it was paused, pauses it if it was playing\\r\\n \\r\\n \\r\\n Send a path tween to the given waypoint.\\r\\n Has no effect if this is not a path tween.\\r\\n BEWARE, this is a special utility method:\\r\\n it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually\\r\\n (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)\\r\\n Waypoint index to reach\\r\\n (if higher than the max waypoint index the tween will simply go to the last one)\\r\\n If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it\\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed or complete.\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForCompletion();\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed or rewinded.\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForRewind();\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed.\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForKill();\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops.\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForElapsedLoops(2);\\r\\n \\r\\n Elapsed loops to wait for\\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded).\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForPosition(2.5f);\\r\\n \\r\\n Position (loops included, delays excluded) to wait for\\r\\n \\r\\n \\r\\n \\r\\n Creates a yield instruction that waits until the tween is killed or started\\r\\n (meaning when the tween is set in a playing state the first time, after any eventual delay).\\r\\n It can be used inside a coroutine as a yield.\\r\\n Example usage:yield return myTween.WaitForStart();\\r\\n \\r\\n \\r\\n \\r\\n Returns the total number of loops completed by this tween\\r\\n \\r\\n \\r\\n Returns the eventual delay set for this tween\\r\\n \\r\\n \\r\\n Returns the eventual elapsed delay set for this tween\\r\\n \\r\\n \\r\\n Returns the duration of this tween (delays excluded).\\r\\n NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts\\r\\n If TRUE returns the full duration loops included,\\r\\n otherwise the duration of a single loop cycle\\r\\n \\r\\n \\r\\n Returns the elapsed time for this tween (delays exluded)\\r\\n If TRUE returns the elapsed time since startup loops included,\\r\\n otherwise the elapsed time within the current loop cycle\\r\\n \\r\\n \\r\\n Returns the elapsed percentage (0 to 1) of this tween (delays exluded)\\r\\n If TRUE returns the elapsed percentage since startup loops included,\\r\\n otherwise the elapsed percentage within the current loop cycle\\r\\n \\r\\n \\r\\n Returns the elapsed percentage (0 to 1) of this tween (delays exluded),\\r\\n based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1\\r\\n \\r\\n \\r\\n Returns FALSE if this tween has been killed or is NULL, TRUE otherwise.\\r\\n BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.\\r\\n When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL.\\r\\n 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:\\r\\n .OnKill(()=> myTweenReference = null)\\r\\n \\r\\n \\r\\n Returns TRUE if this tween was reversed and is set to go backwards\\r\\n \\r\\n \\r\\n NOTE: To check if a tween was simply set to go backwards see .\\r\\n Returns TRUE if this tween is going backwards for any of these reasons:\\r\\n - The tween was reversed and is going backwards on a straight loop\\r\\n - The tween was reversed and is going backwards on an odd Yoyo loop\\r\\n - The tween is going forward but on an even Yoyo loop\\r\\n IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked,\\r\\n so for example in a callback at the end of a Yoyo loop step this method will never return FALSE\\r\\n because the frame will never end exactly there and the tween will already be going backwards when the callback is fired\\r\\n \\r\\n \\r\\n Returns TRUE if the tween is complete\\r\\n (silently fails and returns FALSE if the tween has been killed)\\r\\n \\r\\n \\r\\n Returns TRUE if this tween has been initialized\\r\\n \\r\\n \\r\\n Returns TRUE if this tween is playing\\r\\n \\r\\n \\r\\n Returns the total number of loops set for this tween\\r\\n (returns -1 if the loops are infinite)\\r\\n \\r\\n \\r\\n \\r\\n Returns a point on a path based on the given path percentage.\\r\\n Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.\\r\\n A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).\\r\\n You can force a path to be initialized by calling myTween.ForceInit().\\r\\n \\r\\n Percentage of the path (0 to 1) on which to get the point\\r\\n \\r\\n \\r\\n \\r\\n Returns an array of points that can be used to draw the path.\\r\\n Note that this method generates allocations, because it creates a new array.\\r\\n Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.\\r\\n A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).\\r\\n You can force a path to be initialized by calling myTween.ForceInit().\\r\\n \\r\\n How many points to create for each path segment (waypoint to waypoint).\\r\\n Only used in case of non-Linear paths\\r\\n \\r\\n \\r\\n \\r\\n Returns the length of a path.\\r\\n Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized.\\r\\n A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature).\\r\\n You can force a path to be initialized by calling myTween.ForceInit().\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Types of loop\\r\\n \\r\\n \\r\\n \\r\\n Each loop cycle restarts from the beginning\\r\\n \\r\\n \\r\\n The tween moves forward and backwards at alternate cycles\\r\\n \\r\\n \\r\\n 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\\".\\r\\n In case of String tweens works only if the tween is set as relative\\r\\n \\r\\n \\r\\n \\r\\n Controls other tweens as a group\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Methods that extend known Unity objects and allow to directly create and control tweens from their instances\\r\\n \\r\\n \\r\\n \\r\\n Tweens a Camera's aspect to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's backgroundColor to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's farClipPlane to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's fieldOfView to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's nearClipPlane to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's orthographicSize to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's pixelRect to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Camera's rect to the given value.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Shakes a Camera's localPosition along its relative X Y axes with the given values.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Camera's localPosition along its relative X Y axes with the given values.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Camera's localRotation.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Camera's localRotation.\\r\\n Also stores the camera as the tween's target so it can be used for filtered operations\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Tweens a Light's color to the given value.\\r\\n Also stores the light as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Light's intensity to the given value.\\r\\n Also stores the light as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Light's shadowStrength to the given value.\\r\\n Also stores the light as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a LineRenderer's color to the given value.\\r\\n Also stores the LineRenderer as the tween's target so it can be used for filtered operations.\\r\\n Note that this method requires to also insert the start colors for the tween, \\r\\n since LineRenderers have no way to get them.\\r\\n The start value to tween from\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's color to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named color property to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween (like _Tint or _SpecColor)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named color property with the given ID to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's alpha color to the given value\\r\\n (will have no effect unless your material supports transparency).\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's alpha color to the given value\\r\\n (will have no effect unless your material supports transparency).\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween (like _Tint or _SpecColor)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's alpha color with the given ID to the given value\\r\\n (will have no effect unless your material supports transparency).\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named float property to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named float property with the given ID to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's texture offset to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named texture offset property to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's texture scale to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named texture scale property to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named Vector property to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The name of the material property to tween\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named Vector property with the given ID to the given value.\\r\\n Also stores the material as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a TrailRenderer's startWidth/endWidth to the given value.\\r\\n Also stores the TrailRenderer as the tween's target so it can be used for filtered operations\\r\\n The end startWidth to reachThe end endWidth to reach\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a TrailRenderer's time to the given value.\\r\\n Also stores the TrailRenderer as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's position to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's X position to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's Y position to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's Z position to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's localPosition to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's X localPosition to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's Y localPosition to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's Z localPosition to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's rotation to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n Rotation mode\\r\\n \\r\\n \\r\\n Tweens a Transform's rotation to the given value using pure quaternion values.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations.\\r\\n PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method.\\r\\n This method was implemented for very special cases, and doesn't support LoopType.Incremental loops\\r\\n (neither for itself nor if placed inside a LoopType.Incremental Sequence)\\r\\n \\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's localRotation to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n Rotation mode\\r\\n \\r\\n \\r\\n Tweens a Transform's rotation to the given value using pure quaternion values.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations.\\r\\n PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method.\\r\\n This method was implemented for very special cases, and doesn't support LoopType.Incremental loops\\r\\n (neither for itself nor if placed inside a LoopType.Incremental Sequence)\\r\\n \\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's localScale to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's localScale uniformly to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's X localScale to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's Y localScale to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's Z localScale to the given value.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's rotation so that it will look towards the given world position.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The position to look atThe duration of the tween\\r\\n Eventual axis constraint for the rotation\\r\\n The vector that defines in which direction up is (default: Vector3.up)\\r\\n \\r\\n \\r\\n EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position,\\r\\n while also updating the lookAt position every frame\\r\\n (contrary to which calculates the lookAt rotation only once, when the tween starts).\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The position to look atThe duration of the tween\\r\\n Eventual axis constraint for the rotation\\r\\n The vector that defines in which direction up is (default: Vector3.up)\\r\\n \\r\\n \\r\\n Punches a Transform's localPosition towards the given direction and then back to the starting one\\r\\n as if it was connected to the starting position via an elastic.\\r\\n The direction and strength of the punch (added to the Transform's current position)\\r\\n The duration of the tween\\r\\n Indicates how much will the punch vibrate\\r\\n Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.\\r\\n 1 creates a full oscillation between the punch direction and the opposite direction,\\r\\n while 0 oscillates only between the punch and the start position\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Punches a Transform's localScale towards the given size and then back to the starting one\\r\\n as if it was connected to the starting scale via an elastic.\\r\\n The punch strength (added to the Transform's current scale)\\r\\n The duration of the tween\\r\\n Indicates how much will the punch vibrate\\r\\n Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.\\r\\n 1 creates a full oscillation between the punch scale and the opposite scale,\\r\\n while 0 oscillates only between the punch scale and the start scale\\r\\n \\r\\n \\r\\n Punches a Transform's localRotation towards the given size and then back to the starting one\\r\\n as if it was connected to the starting rotation via an elastic.\\r\\n The punch strength (added to the Transform's current rotation)\\r\\n The duration of the tween\\r\\n Indicates how much will the punch vibrate\\r\\n Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.\\r\\n 1 creates a full oscillation between the punch rotation and the opposite rotation,\\r\\n while 0 oscillates only between the punch and the start rotation\\r\\n \\r\\n \\r\\n Shakes a Transform's localPosition with the given values.\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Transform's localPosition with the given values.\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Transform's localRotation.\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Transform's localRotation.\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Transform's localScale.\\r\\n The duration of the tween\\r\\n The shake strength\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Shakes a Transform's localScale.\\r\\n The duration of the tween\\r\\n The shake strength on each axis\\r\\n Indicates how much will the shake vibrate\\r\\n Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n Setting it to 0 will shake along a single direction.\\r\\n If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n Randomness mode\\r\\n \\r\\n \\r\\n Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis.\\r\\n Returns a Sequence instead of a Tweener.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n Power of the jump (the max height of the jump is represented by this plus the final Y offset)\\r\\n Total number of jumps\\r\\n The duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis.\\r\\n Returns a Sequence instead of a Tweener.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The end value to reach\\r\\n Power of the jump (the max height of the jump is represented by this plus the final Y offset)\\r\\n Total number of jumps\\r\\n The duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's position through the given path waypoints, using the chosen path algorithm.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The waypoints to go through\\r\\n The duration of the tween\\r\\n The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.\\r\\n Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n \\r\\n \\r\\n Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The waypoint to go through\\r\\n The duration of the tween\\r\\n The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.\\r\\n Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n \\r\\n \\r\\n IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.\\r\\n Tweens a Transform's position via the given path.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The path to use\\r\\n The duration of the tween\\r\\n The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n \\r\\n \\r\\n IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.\\r\\n Tweens a Transform's localPosition via the given path.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The path to use\\r\\n The duration of the tween\\r\\n The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n \\r\\n \\r\\n Tweens a Tween's timeScale to the given value.\\r\\n Also stores the Tween as the tween's target so it can be used for filtered operations\\r\\n The end value to reachThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Light's color to the given value,\\r\\n in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOColor would do.\\r\\n Also stores the Light as the tween's target so it can be used for filtered operations\\r\\n The value to tween toThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's color to the given value,\\r\\n in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOColor would do.\\r\\n Also stores the Material as the tween's target so it can be used for filtered operations\\r\\n The value to tween toThe duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named color property to the given value,\\r\\n in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOColor would do.\\r\\n Also stores the Material as the tween's target so it can be used for filtered operations\\r\\n The value to tween to\\r\\n The name of the material property to tween (like _Tint or _SpecColor)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Material's named color property with the given ID to the given value,\\r\\n in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOColor would do.\\r\\n Also stores the Material as the tween's target so it can be used for filtered operations\\r\\n The value to tween to\\r\\n The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n The duration of the tween\\r\\n \\r\\n \\r\\n Tweens a Transform's position BY the given value (as if you chained a SetRelative),\\r\\n in a way that allows other DOBlendableMove tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOMove would do.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The value to tween byThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative),\\r\\n in a way that allows other DOBlendableMove tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOMove would do.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The value to tween byThe duration of the tween\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative),\\r\\n in a way that allows other DOBlendableRotate tweens to work together on the same target,\\r\\n instead than fight each other as multiple DORotate would do.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The value to tween byThe duration of the tween\\r\\n Rotation mode\\r\\n \\r\\n \\r\\n EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative),\\r\\n in a way that allows other DOBlendableRotate tweens to work together on the same target,\\r\\n instead than fight each other as multiple DORotate would do.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The value to tween byThe duration of the tween\\r\\n Rotation mode\\r\\n \\r\\n \\r\\n Punches a Transform's localRotation BY the given value and then back to the starting one\\r\\n as if it was connected to the starting rotation via an elastic. Does it in a way that allows other\\r\\n DOBlendableRotate tweens to work together on the same target\\r\\n The punch strength (added to the Transform's current rotation)\\r\\n The duration of the tween\\r\\n Indicates how much will the punch vibrate\\r\\n Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards.\\r\\n 1 creates a full oscillation between the punch rotation and the opposite rotation,\\r\\n while 0 oscillates only between the punch and the start rotation\\r\\n \\r\\n \\r\\n Tweens a Transform's localScale BY the given value (as if you chained a SetRelative),\\r\\n in a way that allows other DOBlendableScale tweens to work together on the same target,\\r\\n instead than fight each other as multiple DOScale would do.\\r\\n Also stores the transform as the tween's target so it can be used for filtered operations\\r\\n The value to tween byThe duration of the tween\\r\\n \\r\\n \\r\\n \\r\\n Completes all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens completed\\r\\n (meaning the tweens that don't have infinite loops and were not already complete)\\r\\n \\r\\n For Sequences only: if TRUE also internal Sequence callbacks will be fired,\\r\\n otherwise they will be ignored\\r\\n \\r\\n \\r\\n \\r\\n Completes all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens completed\\r\\n (meaning the tweens that don't have infinite loops and were not already complete)\\r\\n \\r\\n For Sequences only: if TRUE also internal Sequence callbacks will be fired,\\r\\n otherwise they will be ignored\\r\\n \\r\\n \\r\\n \\r\\n Kills all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens killed.\\r\\n \\r\\n If TRUE completes the tween before killing it\\r\\n \\r\\n \\r\\n \\r\\n Kills all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens killed.\\r\\n \\r\\n If TRUE completes the tween before killing it\\r\\n \\r\\n \\r\\n \\r\\n Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens flipped.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens flipped.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Sends to the given position all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens involved.\\r\\n \\r\\n Time position to reach\\r\\n (if higher than the whole tween duration the tween will simply reach its end)\\r\\n If TRUE will play the tween after reaching the given position, otherwise it will pause it\\r\\n \\r\\n \\r\\n \\r\\n Sends to the given position all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens involved.\\r\\n \\r\\n Time position to reach\\r\\n (if higher than the whole tween duration the tween will simply reach its end)\\r\\n If TRUE will play the tween after reaching the given position, otherwise it will pause it\\r\\n \\r\\n \\r\\n \\r\\n Pauses all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens paused.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Pauses all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens paused.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays backwards all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays backwards all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays forward all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Plays forward all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens played.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Restarts all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens restarted.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Restarts all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens restarted.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Rewinds all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens rewinded.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Rewinds all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens rewinded.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Smoothly rewinds all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens rewinded.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Smoothly rewinds all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens rewinded.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens involved.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference\\r\\n (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n and returns the total number of tweens involved.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n This class serves only as a utility class to store tween settings to apply on multiple tweens.\\r\\n It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining\\r\\n \\r\\n \\r\\n \\r\\n A variable you can eventually Clear and reuse when needed,\\r\\n to avoid instantiating TweenParams objects\\r\\n \\r\\n \\r\\n Creates a new TweenParams object, which you can use to store tween settings\\r\\n to pass to multiple tweens via myTween.SetAs(myTweenParms)\\r\\n \\r\\n \\r\\n Clears and resets this TweenParams instance using default values,\\r\\n so it can be reused without instantiating another one\\r\\n \\r\\n \\r\\n Sets the autoKill behaviour of the tween. \\r\\n Has no effect if the tween has already started\\r\\n If TRUE the tween will be automatically killed when complete\\r\\n \\r\\n \\r\\n Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.\\r\\n The ID to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.\\r\\n The ID to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.\\r\\n The ID to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets the target for the tween, which can then be used as a filter with DOTween's static methods.\\r\\n IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.\\r\\n When using shorcuts the shortcut target is already assigned as the tween's target,\\r\\n so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.\\r\\n The target to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets the looping options for the tween. \\r\\n Has no effect if the tween has already started\\r\\n Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)\\r\\n Loop behaviour type (default: LoopType.Restart)\\r\\n \\r\\n \\r\\n Sets the ease of the tween.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)\\r\\n Eventual period to use with Elastic easeType (default is 0)\\r\\n \\r\\n \\r\\n Sets the ease of the tween using an AnimationCurve.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n \\r\\n Sets the ease of the tween using a custom ease function.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n \\r\\n Sets the recycling behaviour for the tween.\\r\\n If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.\\r\\n \\r\\n \\r\\n Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed)\\r\\n and lets you choose if it should be independent from Unity's Time.timeScale\\r\\n If TRUE the tween will ignore Unity's Time.timeScale\\r\\n \\r\\n \\r\\n Sets the type of update (default or independent) for the tween\\r\\n The type of update (default: UpdateType.Normal)\\r\\n If TRUE the tween will ignore Unity's Time.timeScale\\r\\n \\r\\n \\r\\n Sets the onStart callback for the tween.\\r\\n Called the first time the tween is set in a playing state, after any eventual delay\\r\\n \\r\\n \\r\\n Sets the onPlay callback for the tween.\\r\\n Called when the tween is set in a playing state, after any eventual delay.\\r\\n Also called each time the tween resumes playing from a paused state\\r\\n \\r\\n \\r\\n Sets the onRewind callback for the tween.\\r\\n Called when the tween is rewinded,\\r\\n either by calling Rewind or by reaching the start position while playing backwards.\\r\\n Rewinding a tween that is already rewinded will not fire this callback\\r\\n \\r\\n \\r\\n Sets the onUpdate callback for the tween.\\r\\n Called each time the tween updates\\r\\n \\r\\n \\r\\n Sets the onStepComplete callback for the tween.\\r\\n Called the moment the tween completes one loop cycle, even when going backwards\\r\\n \\r\\n \\r\\n Sets the onComplete callback for the tween.\\r\\n Called the moment the tween reaches its final forward position, loops included\\r\\n \\r\\n \\r\\n Sets the onKill callback for the tween.\\r\\n Called the moment the tween is killed\\r\\n \\r\\n \\r\\n Sets the onWaypointChange callback for the tween.\\r\\n Called when a path tween reaches a new waypoint\\r\\n \\r\\n \\r\\n Sets a delayed startup for the tween.\\r\\n Has no effect on Sequences or if the tween has already started\\r\\n \\r\\n \\r\\n If isRelative is TRUE sets the tween as relative\\r\\n (the endValue will be calculated as startValue + endValue instead than being used directly).\\r\\n Has no effect on Sequences or if the tween has already started\\r\\n \\r\\n \\r\\n If isSpeedBased is TRUE sets the tween as speed based\\r\\n (the duration will represent the number of units the tween moves x second).\\r\\n Has no effect on Sequences, nested tweens, or if the tween has already started\\r\\n \\r\\n \\r\\n \\r\\n Methods that extend Tween objects and allow to set their parameters\\r\\n \\r\\n \\r\\n \\r\\n Sets the autoKill behaviour of the tween to TRUE. \\r\\n Has no effect if the tween has already started or if it's added to a Sequence\\r\\n \\r\\n \\r\\n Sets the autoKill behaviour of the tween. \\r\\n Has no effect if the tween has already started or if it's added to a Sequence\\r\\n If TRUE the tween will be automatically killed when complete\\r\\n \\r\\n \\r\\n Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods.\\r\\n The ID to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods.\\r\\n Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)\\r\\n The string ID to assign to this tween.\\r\\n \\r\\n \\r\\n Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods.\\r\\n Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)\\r\\n The int ID to assign to this tween.\\r\\n \\r\\n \\r\\n Allows to link this tween to a GameObject\\r\\n so that it will be automatically killed when the GameObject is destroyed.\\r\\n Has no effect if the tween is added to a Sequence\\r\\n The link target (unrelated to the target set via SetTarget)\\r\\n \\r\\n \\r\\n Allows to link this tween to a GameObject and assign a behaviour depending on it.\\r\\n This will also automatically kill the tween when the GameObject is destroyed.\\r\\n Has no effect if the tween is added to a Sequence\\r\\n The link target (unrelated to the target set via SetTarget)\\r\\n The behaviour to use ( is always evaluated even if you choose another one)\\r\\n \\r\\n \\r\\n Sets the target for the tween, which can then be used as a filter with DOTween's static methods.\\r\\n IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead.\\r\\n When using shorcuts the shortcut target is already assigned as the tween's target,\\r\\n so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.\\r\\n The target to assign to this tween. Can be an int, a string, an object or anything else.\\r\\n \\r\\n \\r\\n Sets the looping options for the tween. \\r\\n Has no effect if the tween has already started\\r\\n Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)\\r\\n \\r\\n \\r\\n Sets the looping options for the tween. \\r\\n Has no effect if the tween has already started\\r\\n Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)\\r\\n Loop behaviour type (default: LoopType.Restart)\\r\\n \\r\\n \\r\\n Sets the ease of the tween.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n \\r\\n Sets the ease of the tween.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash).\\r\\n In case of Flash ease it must be an intenger and sets the total number of flashes that will happen.\\r\\n Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.\\r\\n \\r\\n \\r\\n \\r\\n Sets the ease of the tween.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash).\\r\\n In case of Flash ease it must be an integer and sets the total number of flashes that will happen.\\r\\n Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.\\r\\n \\r\\n Eventual period to use with Elastic or Flash easeType (default is 0).\\r\\n In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1.\\r\\n 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.\\r\\n \\r\\n \\r\\n \\r\\n Sets the ease of the tween using an AnimationCurve.\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n \\r\\n Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1).\\r\\n If applied to Sequences eases the whole sequence animation\\r\\n \\r\\n \\r\\n Allows the tween to be recycled after being killed.\\r\\n \\r\\n \\r\\n Sets the recycling behaviour for the tween.\\r\\n If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.\\r\\n \\r\\n \\r\\n Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale\\r\\n If TRUE the tween will ignore Unity's Time.timeScale\\r\\n \\r\\n \\r\\n Sets the type of update for the tween\\r\\n The type of update (defalt: UpdateType.Normal)\\r\\n \\r\\n \\r\\n Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale\\r\\n The type of update\\r\\n If TRUE the tween will ignore Unity's Time.timeScale\\r\\n \\r\\n \\r\\n EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning\\r\\n (playing it backwards will actually play it from the beginning to the end). \\r\\n Has no effect if the tween has already started or if it's added to a Sequence\\r\\n \\r\\n \\r\\n EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning\\r\\n (playing it backwards will actually play it from the beginning to the end). \\r\\n Has no effect if the tween has already started or if it's added to a Sequence\\r\\n If TRUE the tween will be inverted, otherwise it won't\\r\\n \\r\\n \\r\\n Sets the onStart callback for the tween, clearing any previous onStart callback that was set.\\r\\n Called the first time the tween is set in a playing state, after any eventual delay\\r\\n \\r\\n \\r\\n Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set.\\r\\n Called when the tween is set in a playing state, after any eventual delay.\\r\\n Also called each time the tween resumes playing from a paused state\\r\\n \\r\\n \\r\\n Sets the onPause callback for the tween, clearing any previous onPause callback that was set.\\r\\n Called when the tween state changes from playing to paused.\\r\\n If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.\\r\\n \\r\\n \\r\\n Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set.\\r\\n Called when the tween is rewinded,\\r\\n either by calling Rewind or by reaching the start position while playing backwards.\\r\\n Rewinding a tween that is already rewinded will not fire this callback\\r\\n \\r\\n \\r\\n Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set.\\r\\n Called each time the tween updates\\r\\n \\r\\n \\r\\n Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set.\\r\\n Called the moment the tween completes one loop cycle, even when going backwards\\r\\n \\r\\n \\r\\n Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set.\\r\\n Called the moment the tween reaches its final forward position, loops included\\r\\n \\r\\n \\r\\n Sets the onKill callback for the tween, clearing any previous onKill callback that was set.\\r\\n Called the moment the tween is killed\\r\\n \\r\\n \\r\\n Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set.\\r\\n Called when a path tween's current waypoint changes\\r\\n \\r\\n \\r\\n Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one.\\r\\n Doesn't copy specific SetOptions settings: those will need to be applied manually each time.\\r\\n Has no effect if the tween has already started.\\r\\n NOTE: the tween's target will not be changed\\r\\n Tween from which to copy the parameters\\r\\n \\r\\n \\r\\n Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams.\\r\\n Has no effect if the tween has already started.\\r\\n TweenParams from which to copy the parameters\\r\\n \\r\\n \\r\\n Adds the given tween to the end of the Sequence. \\r\\n Has no effect if the Sequence has already started\\r\\n The tween to append\\r\\n \\r\\n \\r\\n Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. \\r\\n Has no effect if the Sequence has already started\\r\\n The tween to prepend\\r\\n \\r\\n \\r\\n Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence.\\r\\n 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.\\r\\n Has no effect if the Sequence has already started\\r\\n \\r\\n \\r\\n Inserts the given tween at the given time position in the Sequence,\\r\\n automatically adding an interval if needed. \\r\\n Has no effect if the Sequence has already started\\r\\n The time position where the tween will be placed\\r\\n The tween to insert\\r\\n \\r\\n \\r\\n Adds the given interval to the end of the Sequence. \\r\\n Has no effect if the Sequence has already started\\r\\n The interval duration\\r\\n \\r\\n \\r\\n Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. \\r\\n Has no effect if the Sequence has already started\\r\\n The interval duration\\r\\n \\r\\n \\r\\n Adds the given callback to the end of the Sequence. \\r\\n Has no effect if the Sequence has already started\\r\\n The callback to append\\r\\n \\r\\n \\r\\n Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. \\r\\n Has no effect if the Sequence has already started\\r\\n The callback to prepend\\r\\n \\r\\n \\r\\n Inserts the given callback at the given time position in the Sequence,\\r\\n automatically adding an interval if needed. \\r\\n Has no effect if the Sequence has already started\\r\\n The time position where the callback will be placed\\r\\n The callback to insert\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue\\r\\n then immediately sends the target to the previously set endValue.\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue\\r\\n then immediately sends the target to the previously set endValue.\\r\\n If TRUE the FROM value will be calculated as relative to the current one\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the current value of the target as the endValue,\\r\\n and the previously passed endValue as the actual startValue.\\r\\n If TRUE sets the target to from value immediately, otherwise waits for the tween to start\\r\\n If TRUE the FROM value will be calculated as relative to the current one\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the tween's starting value to the given one\\r\\n and eventually sets the tween's target to that value immediately.\\r\\n Value to start from\\r\\n If TRUE sets the target to from value immediately, otherwise waits for the tween to start\\r\\n If TRUE the FROM/TO values will be calculated as relative to the current ones\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the tween's starting value to the given one\\r\\n and eventually sets the tween's target to that value immediately.\\r\\n Alpha value to start from (in case of Fade tweens)\\r\\n If TRUE sets the target to from value immediately, otherwise waits for the tween to start\\r\\n If TRUE the FROM/TO values will be calculated as relative to the current ones\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the tween's starting value to the given one\\r\\n and eventually sets the tween's target to that value immediately.\\r\\n Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)\\r\\n If TRUE sets the target to from value immediately, otherwise waits for the tween to start\\r\\n If TRUE the FROM/TO values will be calculated as relative to the current ones\\r\\n \\r\\n \\r\\n Changes a TO tween into a FROM tween: sets the tween's starting value to the given one\\r\\n and eventually sets the tween's target to that value immediately.\\r\\n Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)\\r\\n If TRUE sets the target to from value immediately, otherwise waits for the tween to start\\r\\n If TRUE the FROM/TO values will be calculated as relative to the current ones\\r\\n \\r\\n \\r\\n Sets a delayed startup for the tween.\\r\\n In case of Sequences behaves the same as ,\\r\\n which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).\\r\\n Has no effect if the tween has already started\\r\\n \\r\\n \\r\\n EXPERIMENTAL: implemented in v1.2.340.\\r\\n Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.\\r\\n Has no effect if the tween has already started\\r\\n Only used by types: If FALSE sets the delay as a one-time occurrence\\r\\n (defaults to this for types),\\r\\n otherwise as a Sequence interval which will repeat at the beginning of every loop cycle\\r\\n \\r\\n \\r\\n Sets the tween as relative\\r\\n (the endValue will be calculated as startValue + endValue instead than being used directly).\\r\\n Has no effect on Sequences or if the tween has already started\\r\\n \\r\\n \\r\\n If isRelative is TRUE sets the tween as relative\\r\\n (the endValue will be calculated as startValue + endValue instead than being used directly).\\r\\n Has no effect on Sequences or if the tween has already started\\r\\n \\r\\n \\r\\n If isSpeedBased is TRUE sets the tween as speed based\\r\\n (the duration will represent the number of units the tween moves x second).\\r\\n Has no effect on Sequences, nested tweens, or if the tween has already started\\r\\n \\r\\n \\r\\n If isSpeedBased is TRUE sets the tween as speed based\\r\\n (the duration will represent the number of units the tween moves x second).\\r\\n Has no effect on Sequences, nested tweens, or if the tween has already started\\r\\n \\r\\n \\r\\n Options for float tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector2 tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector2 tweens\\r\\n Selecting an axis will tween the vector only on that axis, leaving the others untouched\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector3 tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector3 tweens\\r\\n Selecting an axis will tween the vector only on that axis, leaving the others untouched\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector4 tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector4 tweens\\r\\n Selecting an axis will tween the vector only on that axis, leaving the others untouched\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Quaternion tweens\\r\\n If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°.\\r\\n If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative\\r\\n \\r\\n \\r\\n Options for Color tweens\\r\\n If TRUE only the alpha value of the color will be tweened\\r\\n \\r\\n \\r\\n Options for Vector4 tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector4 tweens\\r\\n If TRUE, rich text will be interpreted correctly while animated,\\r\\n otherwise all tags will be considered as normal text\\r\\n The type of scramble to use, if any\\r\\n A string containing the characters to use for scrambling.\\r\\n Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.\\r\\n Leave it to NULL to use default ones\\r\\n \\r\\n \\r\\n Options for Vector3Array tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Vector3Array tweens\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for ShapeCircle tweens\\r\\n If TRUE the center you set in the DOTween.To method will be considered as relative\\r\\n to the starting position of the target\\r\\n If TRUE the tween will smoothly snap all values to integers\\r\\n \\r\\n \\r\\n Options for Path tweens (created via the DOPath shortcut)\\r\\n The eventual movement axis to lock. You can input multiple axis if you separate them like this:\\r\\n AxisConstrain.X | AxisConstraint.Y\\r\\n The eventual rotation axis to lock. You can input multiple axis if you separate them like this:\\r\\n AxisConstrain.X | AxisConstraint.Y\\r\\n \\r\\n \\r\\n Options for Path tweens (created via the DOPath shortcut)\\r\\n If TRUE the path will be automatically closed\\r\\n The eventual movement axis to lock. You can input multiple axis if you separate them like this:\\r\\n AxisConstrain.X | AxisConstraint.Y\\r\\n The eventual rotation axis to lock. You can input multiple axis if you separate them like this:\\r\\n AxisConstrain.X | AxisConstraint.Y\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the target towards the given position.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The position to look at\\r\\n The eventual direction to consider as \\"forward\\".\\r\\n If left to NULL defaults to the regular forward side of the transform\\r\\n The vector that defines in which direction up is (default: Vector3.up)\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the target towards the given position with options to keep the Z rotation stable.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The position to look at\\r\\n If TRUE doesn't rotate the target along the Z axis\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the target towards another transform.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The transform to look at\\r\\n The eventual direction to consider as \\"forward\\".\\r\\n If left to NULL defaults to the regular forward side of the transform\\r\\n The vector that defines in which direction up is (default: Vector3.up)\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the target towards another transform with options to keep the Z rotation stable.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The transform to look at\\r\\n If TRUE doesn't rotate the target along the Z axis\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the target to the path, with the given lookAhead.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The percentage of lookAhead to use (0 to 1)\\r\\n The eventual direction to consider as \\"forward\\".\\r\\n If left to NULL defaults to the regular forward side of the transform\\r\\n The vector that defines in which direction up is (default: Vector3.up)\\r\\n \\r\\n \\r\\n Additional LookAt options for Path tweens (created via the DOPath shortcut).\\r\\n Orients the path with options to keep the Z rotation stable.\\r\\n Must be chained directly to the tween creation method or to a SetOptions\\r\\n The percentage of lookAhead to use (0 to 1)\\r\\n If TRUE doesn't rotate the target along the Z axis\\r\\n \\r\\n \\r\\n \\r\\n Types of log behaviours\\r\\n \\r\\n \\r\\n \\r\\n Log only warnings and errors\\r\\n \\r\\n \\r\\n Log warnings, errors and additional infos\\r\\n \\r\\n \\r\\n Log only errors\\r\\n \\r\\n \\r\\n \\r\\n Indicates either a Tweener or a Sequence\\r\\n \\r\\n \\r\\n \\r\\n TimeScale for the tween\\r\\n \\r\\n \\r\\n If TRUE the tween will play backwards\\r\\n \\r\\n \\r\\n If TRUE the tween is completely inverted but without playing it backwards\\r\\n (play backwards will actually play the tween in the original direction)\\r\\n \\r\\n \\r\\n Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int\\r\\n (use or for those)\\r\\n \\r\\n \\r\\n String ID (usable for filtering with DOTween static methods). 2X faster than using an object id\\r\\n \\r\\n \\r\\n Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id.\\r\\n Default is -999 so avoid using an ID like that or it will capture all unset intIds\\r\\n \\r\\n \\r\\n Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts\\r\\n \\r\\n \\r\\n Called when the tween is set in a playing state, after any eventual delay.\\r\\n Also called each time the tween resumes playing from a paused state\\r\\n \\r\\n \\r\\n Called when the tween state changes from playing to paused.\\r\\n If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.\\r\\n \\r\\n \\r\\n Called when the tween is rewinded,\\r\\n either by calling Rewind or by reaching the start position while playing backwards.\\r\\n Rewinding a tween that is already rewinded will not fire this callback\\r\\n \\r\\n \\r\\n Called each time the tween updates\\r\\n \\r\\n \\r\\n Called the moment the tween completes one loop cycle\\r\\n \\r\\n \\r\\n Called the moment the tween reaches completion (loops included)\\r\\n \\r\\n \\r\\n Called the moment the tween is killed\\r\\n \\r\\n \\r\\n Called when a path tween's current waypoint changes\\r\\n \\r\\n \\r\\n Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative\\r\\n \\r\\n \\r\\n \\r\\n Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> \\"Store GameObject's ID\\" debug option\\r\\n \\r\\n \\r\\n \\r\\n FALSE when tween is (or should be) despawned - set only by TweenManager\\r\\n \\r\\n \\r\\n Gets and sets the time position (loops included, delays excluded) of the tween\\r\\n \\r\\n \\r\\n Returns TRUE if the tween is set to loop (either a set number of times or infinitely)\\r\\n \\r\\n \\r\\n TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed\\r\\n \\r\\n \\r\\n Time position within a single loop cycle\\r\\n \\r\\n \\r\\n \\r\\n Animates a single value\\r\\n \\r\\n \\r\\n \\r\\n Changes the start value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new start value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n \\r\\n \\r\\n Changes the end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new end value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n If TRUE the start value will become the current target's value, otherwise it will stay the same\\r\\n \\r\\n \\r\\n Changes the end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new end value\\r\\n If TRUE the start value will become the current target's value, otherwise it will stay the same\\r\\n \\r\\n \\r\\n Changes the start and end value of a tween and rewinds it (without pausing it).\\r\\n Has no effect with tweens that are inside Sequences\\r\\n The new start value\\r\\n The new end value\\r\\n If bigger than 0 applies it as the new tween duration\\r\\n \\r\\n \\r\\n \\r\\n Used internally\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Update type\\r\\n \\r\\n \\r\\n \\r\\n Updates every frame during Update calls\\r\\n \\r\\n \\r\\n Updates every frame during LateUpdate calls\\r\\n \\r\\n \\r\\n Updates using FixedUpdate calls\\r\\n \\r\\n \\r\\n Updates using manual update calls\\r\\n \\r\\n \\r\\n\\r\\n" + "content": [ + "", + "", + "", + "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", + "", + "", + "", + "", + "Various utils", + "", + "", + "", + "", + "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 global timeScale (default: 1).", + "The final timeScale of a non-timeScaleIndependent tween is:", + "Unity's Time.timeScale * DOTween.timeScale * tween.timeScale", + "while the final timeScale of a timeScaleIndependent tween is:", + "DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale", + "", + "", + "DOTween timeScale applied only to timeScaleIndependent tweens (default: 1).", + "The final timeScale of a timeScaleIndependent tween is:", + "DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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 (so both Tweeners and Sequences).", + "A tween is considered active if it wasn't killed, regardless if it's playing or paused", + "", + "", + "", + "", + "Returns the total number of active Tweeners.", + "A Tweener is considered active if it wasn't killed, regardless if it's playing or paused", + "", + "", + "", + "", + "Returns the total number of active Sequences.", + "A Sequence 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 the total number of active tweens with the given id.", + "", + "If TRUE returns only the tweens with the given ID that are currently 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 OnUpdate 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 OnUpdate 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 Vector2.", + "You can add regular settings to the generated tween,", + "but do not use OnUpdate 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 Vector3.", + "You can add regular settings to the generated tween,", + "but do not use OnUpdate 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 OnUpdate 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", + "", + "", + "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", + "", + "", + "", + "", + "Type of randomness to apply to a shake tween", + "", + "", + "", + "Default, full randomness", + "", + "", + "Creates a more balanced randomness that looks more harmonic", + "", + "", + "", + "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", + "", + "", + "NOTE: To check if a tween was simply set to go backwards see .", + "Returns TRUE if this tween is going backwards for any of these reasons:", + "- The tween was reversed and is going backwards on a straight loop", + "- The tween was reversed and is going backwards on an odd Yoyo loop", + "- The tween is going forward but on an even Yoyo loop", + "IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked,", + "so for example in a callback at the end of a Yoyo loop step this method will never return FALSE", + "because the frame will never end exactly there and the tween will already be going backwards when the callback is fired", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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", + "Randomness mode", + "", + "", + "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 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 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", + "", + "", + "" + ] }, "DOTween.XML.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/DOTween.XML.meta", @@ -576,13 +6628,13 @@ exports[`preset generator should run successfully 1`] = ` }, "DOTween.dll": { "path": "./unity/Lumberjack/Assets/DOTween 4/DOTween.dll", - "isBinary": false, - "content": "MZ�\\u0000\\u0003\\u0000\\u0000\\u0000\\u0004\\u0000\\u0000\\u0000��\\u0000\\u0000�\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000@\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000\\u0000�\\u0000\\u0000\\u0000\\u000e\\u001f�\\u000e\\u0000�\\t�!�\\u0001L�!This program cannot be run in DOS 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+ "isBinary": true, + "content": null }, "DOTween.dll.mdb.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/DOTween.dll.mdb.meta", @@ -597,30 +6649,175 @@ exports[`preset generator should run successfully 1`] = ` "Editor": { "path": "./unity/Lumberjack/Assets/DOTween 4/Editor", "children": { + "DOTweenEditor.XML": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/DOTweenEditor.XML", + "isBinary": false, + "content": [ + "", + "", + "", + "DOTweenEditor", + "", + "", + "", + "", + "Contains compatibility methods taken from DemiEditor (for when DOTween is without it)", + "", + "", + "", + "", + "Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account", + "", + "", + "", + "", + "Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account", + "", + "", + "", + "", + "Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account", + "", + "", + "", + "", + "Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account", + "", + "", + "", + "", + "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", + "", + "", + "", + "Full major version + first minor version (ex: 2018.1f)", + "", + "", + "Major version", + "", + "", + "First minor version (ex: in 2018.1 it would be 1)", + "", + "", + "" + ] + }, "DOTweenEditor.XML.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/DOTweenEditor.XML.meta", "isBinary": true, "content": null }, - "DOTweenEditor.XML": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/DOTweenEditor.XML", - "isBinary": false, - "content": "\\r\\n\\r\\n \\r\\n DOTweenEditor\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Contains compatibility methods taken from DemiEditor (for when DOTween is without it)\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Warning: some versions of this method don't have the includeInactive parameter so it won't be taken into account\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Starts the update loop of tween in the editor. Has no effect during playMode.\\r\\n \\r\\n Eventual callback to call after every update\\r\\n \\r\\n \\r\\n \\r\\n Stops the update loop and clears the onPreviewUpdated callback.\\r\\n \\r\\n If TRUE also resets the tweened objects to their original state.\\r\\n Note that this works by calling Rewind on all tweens, so it will work correctly\\r\\n only if you have a single tween type per object and it wasn't killed\\r\\n If TRUE also kills any cached tween\\r\\n \\r\\n \\r\\n \\r\\n Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings.\\r\\n \\r\\n The tween to ready\\r\\n If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)\\r\\n If TRUE prevents the tween from being auto-killed at completion\\r\\n If TRUE starts playing the tween immediately\\r\\n \\r\\n \\r\\n Full major version + first minor version (ex: 2018.1f)\\r\\n \\r\\n \\r\\n Major version\\r\\n \\r\\n \\r\\n First minor version (ex: in 2018.1 it would be 1)\\r\\n \\r\\n \\r\\n \\r\\n Checks that the given editor texture use the correct import settings,\\r\\n and applies them if they're incorrect.\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns TRUE if setup is required\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns TRUE if the file/directory at the given path exists.\\r\\n \\r\\n Path, relative to Unity's project folder\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Converts the given project-relative path to a full path,\\r\\n with backward (\\\\) slashes).\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Converts the given full path to a path usable with AssetDatabase methods\\r\\n (relative to Unity's project folder, and with the correct Unity forward (/) slashes).\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Connects to a asset.\\r\\n If the asset already exists at the given path, loads it and returns it.\\r\\n Otherwise, either returns NULL or automatically creates it before loading and returning it\\r\\n (depending on the given parameters).\\r\\n \\r\\n Asset type\\r\\n File path (relative to Unity's project folder)\\r\\n If TRUE and the requested asset doesn't exist, forces its creation\\r\\n \\r\\n \\r\\n \\r\\n Full path for the given loaded assembly, assembly file included\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Adds the given global define if it's not already present\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Removes the given global define if it's present\\r\\n \\r\\n \\r\\n \\r\\n \\r\\n Returns TRUE if the given global define is present in all the \\r\\n or only in the given , depending on passed parameters.\\r\\n \\r\\n \\r\\n to use. 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+ "isBinary": true, + "content": null + }, + "DOTweenEditor.dll.mdb.meta": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/DOTweenEditor.dll.mdb.meta", + "isBinary": true, + "content": null }, "DOTweenEditor.dll.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/DOTweenEditor.dll.meta", @@ -670,13 +6867,13 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "Header.jpg.meta": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/Imgs/Header.jpg.meta", + "Header.jpg": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/Imgs/Header.jpg", "isBinary": true, "content": null }, - "Header.jpg": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/Imgs/Header.jpg", + "Header.jpg.meta": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Editor/Imgs/Header.jpg.meta", "isBinary": true, "content": null } @@ -697,85 +6894,1943 @@ exports[`preset generator should run successfully 1`] = ` "Modules": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules", "children": { + "DOTweenModuleAudio.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleAudio.cs", + "isBinary": false, + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "#if true // MODULE_MARKER", + "using System;", + "using DG.Tweening.Core;", + "using DG.Tweening.Plugins.Options;", + "using UnityEngine;", + "using UnityEngine.Audio; // Required for AudioMixer", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "public static class DOTweenModuleAudio", + "{", + "#region Shortcuts", + "#region Audio", + "/// Tweens an AudioSource's volume to the given value.", + "/// Also stores the AudioSource as the tween's target so it can be used for filtered operations", + "/// The end value to reach (0 to 1)The duration of the tween", + "public static TweenerCore DOFade(this AudioSource target, float endValue, float duration)", + "{", + "if (endValue < 0) endValue = 0;", + "else if (endValue > 1) endValue = 1;", + "TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens an AudioSource's pitch to the given value.", + "/// Also stores the AudioSource as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region AudioMixer", + "/// Tweens an AudioMixer's exposed float to the given value.", + "/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.", + "/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.", + "/// Name given to the exposed float to set", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(()=> {", + "float currVal;", + "target.GetFloat(floatName, out currVal);", + "return currVal;", + "}, x=> target.SetFloat(floatName, x), endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#region Operation Shortcuts", + "/// ", + "/// 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", + "public static int DOComplete(this AudioMixer target, bool withCallbacks = false)", + "{", + "return DOTween.Complete(target, withCallbacks);", + "}", + "/// ", + "/// 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", + "public static int DOKill(this AudioMixer target, bool complete = false)", + "{", + "return DOTween.Kill(target, complete);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOFlip(this AudioMixer target)", + "{", + "return DOTween.Flip(target);", + "}", + "/// ", + "/// 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", + "public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)", + "{", + "return DOTween.Goto(target, to, andPlay);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOPause(this AudioMixer target)", + "{", + "return DOTween.Pause(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOPlay(this AudioMixer target)", + "{", + "return DOTween.Play(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOPlayBackwards(this AudioMixer target)", + "{", + "return DOTween.PlayBackwards(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOPlayForward(this AudioMixer target)", + "{", + "return DOTween.PlayForward(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DORestart(this AudioMixer target)", + "{", + "return DOTween.Restart(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DORewind(this AudioMixer target)", + "{", + "return DOTween.Rewind(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOSmoothRewind(this AudioMixer target)", + "{", + "return DOTween.SmoothRewind(target);", + "}", + "/// ", + "/// 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.", + "/// ", + "public static int DOTogglePause(this AudioMixer target)", + "{", + "return DOTween.TogglePause(target);", + "}", + "#endregion", + "#endregion", + "#endregion", + "}", + "}", + "#endif" + ] + }, "DOTweenModuleAudio.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleAudio.cs.meta", "isBinary": true, "content": null }, - "DOTweenModuleAudio.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleAudio.cs", + "DOTweenModuleEPOOutline.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleEPOOutline.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\n#if true // MODULE_MARKER\\r\\nusing System;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\nusing UnityEngine;\\r\\nusing UnityEngine.Audio; // Required for AudioMixer\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n\\tpublic static class DOTweenModuleAudio\\r\\n {\\r\\n #region Shortcuts\\r\\n\\r\\n #region Audio\\r\\n\\r\\n /// Tweens an AudioSource's volume to the given value.\\r\\n /// Also stores the AudioSource as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach (0 to 1)The duration of the tween\\r\\n public static TweenerCore DOFade(this AudioSource target, float endValue, float duration)\\r\\n {\\r\\n if (endValue < 0) endValue = 0;\\r\\n else if (endValue > 1) endValue = 1;\\r\\n TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an AudioSource's pitch to the given value.\\r\\n /// Also stores the AudioSource as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region AudioMixer\\r\\n\\r\\n /// Tweens an AudioMixer's exposed float to the given value.\\r\\n /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.\\r\\n /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.\\r\\n /// Name given to the exposed float to set\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(()=> {\\r\\n float currVal;\\r\\n target.GetFloat(floatName, out currVal);\\r\\n return currVal;\\r\\n }, x=> target.SetFloat(floatName, x), endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #region Operation Shortcuts\\r\\n\\r\\n /// \\r\\n /// Completes all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens completed\\r\\n /// (meaning the tweens that don't have infinite loops and were not already complete)\\r\\n /// \\r\\n /// For Sequences only: if TRUE also internal Sequence callbacks will be fired,\\r\\n /// otherwise they will be ignored\\r\\n public static int DOComplete(this AudioMixer target, bool withCallbacks = false)\\r\\n {\\r\\n return DOTween.Complete(target, withCallbacks);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Kills all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens killed.\\r\\n /// \\r\\n /// If TRUE completes the tween before killing it\\r\\n public static int DOKill(this AudioMixer target, bool complete = false)\\r\\n {\\r\\n return DOTween.Kill(target, complete);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens flipped.\\r\\n /// \\r\\n public static int DOFlip(this AudioMixer target)\\r\\n {\\r\\n return DOTween.Flip(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Sends to the given position all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens involved.\\r\\n /// \\r\\n /// Time position to reach\\r\\n /// (if higher than the whole tween duration the tween will simply reach its end)\\r\\n /// If TRUE will play the tween after reaching the given position, otherwise it will pause it\\r\\n public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)\\r\\n {\\r\\n return DOTween.Goto(target, to, andPlay);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Pauses all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens paused.\\r\\n /// \\r\\n public static int DOPause(this AudioMixer target)\\r\\n {\\r\\n return DOTween.Pause(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Plays all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens played.\\r\\n /// \\r\\n public static int DOPlay(this AudioMixer target)\\r\\n {\\r\\n return DOTween.Play(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Plays backwards all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens played.\\r\\n /// \\r\\n public static int DOPlayBackwards(this AudioMixer target)\\r\\n {\\r\\n return DOTween.PlayBackwards(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Plays forward all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens played.\\r\\n /// \\r\\n public static int DOPlayForward(this AudioMixer target)\\r\\n {\\r\\n return DOTween.PlayForward(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Restarts all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens restarted.\\r\\n /// \\r\\n public static int DORestart(this AudioMixer target)\\r\\n {\\r\\n return DOTween.Restart(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Rewinds all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens rewinded.\\r\\n /// \\r\\n public static int DORewind(this AudioMixer target)\\r\\n {\\r\\n return DOTween.Rewind(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Smoothly rewinds all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens rewinded.\\r\\n /// \\r\\n public static int DOSmoothRewind(this AudioMixer target)\\r\\n {\\r\\n return DOTween.SmoothRewind(target);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference\\r\\n /// (meaning tweens that were started from this target, or that had this target added as an Id)\\r\\n /// and returns the total number of tweens involved.\\r\\n /// \\r\\n public static int DOTogglePause(this AudioMixer target)\\r\\n {\\r\\n return DOTween.TogglePause(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n }\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "using UnityEngine;", + "#if false || EPO_DOTWEEN // MODULE_MARKER", + "using EPOOutline;", + "using DG.Tweening.Plugins.Options;", + "using DG.Tweening;", + "using DG.Tweening.Core;", + "namespace DG.Tweening", + "{", + "public static class DOTweenModuleEPOOutline", + "{", + "public static int DOKill(this SerializedPass target, bool complete)", + "{", + "return DOTween.Kill(target, complete);", + "}", + "public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);", + "tweener.SetOptions(true).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration)", + "{", + "var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);", + "tweener.SetOptions(true).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);", + "tweener.SetOptions(false).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);", + "tweener.SetOptions(false).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);", + "tweener.SetOptions(true).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration)", + "{", + "var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);", + "tweener.SetOptions(true).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);", + "tweener.SetOptions(false).SetTarget(target);", + "return tweener;", + "}", + "public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);", + "tweener.SetOptions(false).SetTarget(target);", + "return tweener;", + "}", + "public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)", + "{", + "return DOTween.Kill(target, complete);", + "}", + "public static int DOKill(this Outliner target, bool complete = false)", + "{", + "return DOTween.Kill(target, complete);", + "}", + "/// ", + "/// Controls the alpha (transparency) of the outline", + "/// ", + "public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)", + "{", + "var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);", + "tweener.SetOptions(true).SetTarget(target);", + "return tweener;", + "}", + "/// ", + "/// Controls the color of the outline", + "/// ", + "public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)", + "{", + "var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);", + "tweener.SetOptions(false).SetTarget(target);", + "return tweener;", + "}", + "/// ", + "/// Controls the amount of blur applied to the outline", + "/// ", + "public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)", + "{", + "var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);", + "tweener.SetOptions(snapping).SetTarget(target);", + "return tweener;", + "}", + "/// ", + "/// Controls the amount of blur applied to the outline", + "/// ", + "public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)", + "{", + "var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);", + "tweener.SetOptions(snapping).SetTarget(target);", + "return tweener;", + "}", + "/// ", + "/// Controls the amount of dilation applied to the outline", + "/// ", + "public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)", + "{", + "var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);", + "tweener.SetOptions(snapping).SetTarget(target);", + "return tweener;", + "}", + "/// ", + "/// Controls the amount of dilation applied to the outline", + "/// ", + "public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)", + "{", + "var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);", + "tweener.SetOptions(snapping).SetTarget(target);", + "return tweener;", + "}", + "}", + "}", + "#endif" + ] }, "DOTweenModuleEPOOutline.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleEPOOutline.cs.meta", "isBinary": true, "content": null }, - "DOTweenModuleEPOOutline.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleEPOOutline.cs", + "DOTweenModulePhysics.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics.cs", "isBinary": false, - "content": "using UnityEngine;\\r\\n\\r\\n#if false || EPO_DOTWEEN // MODULE_MARKER\\r\\n\\r\\nusing EPOOutline;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\nusing DG.Tweening;\\r\\nusing DG.Tweening.Core;\\r\\n\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n public static class DOTweenModuleEPOOutline\\r\\n {\\r\\n public static int DOKill(this SerializedPass target, bool complete)\\r\\n {\\r\\n return DOTween.Kill(target, complete);\\r\\n }\\r\\n\\r\\n public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);\\r\\n tweener.SetOptions(true).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);\\r\\n tweener.SetOptions(true).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);\\r\\n tweener.SetOptions(false).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);\\r\\n tweener.SetOptions(false).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);\\r\\n tweener.SetOptions(true).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);\\r\\n tweener.SetOptions(true).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);\\r\\n tweener.SetOptions(false).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);\\r\\n tweener.SetOptions(false).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)\\r\\n {\\r\\n return DOTween.Kill(target, complete);\\r\\n }\\r\\n\\r\\n public static int DOKill(this Outliner target, bool complete = false)\\r\\n {\\r\\n return DOTween.Kill(target, complete);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the alpha (transparency) of the outline\\r\\n /// \\r\\n public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);\\r\\n tweener.SetOptions(true).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the color of the outline\\r\\n /// \\r\\n public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);\\r\\n tweener.SetOptions(false).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the amount of blur applied to the outline\\r\\n /// \\r\\n public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);\\r\\n tweener.SetOptions(snapping).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the amount of blur applied to the outline\\r\\n /// \\r\\n public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);\\r\\n tweener.SetOptions(snapping).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the amount of dilation applied to the outline\\r\\n /// \\r\\n public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);\\r\\n tweener.SetOptions(snapping).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Controls the amount of dilation applied to the outline\\r\\n /// \\r\\n public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);\\r\\n tweener.SetOptions(snapping).SetTarget(target);\\r\\n return tweener;\\r\\n }\\r\\n }\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "#if true // MODULE_MARKER", + "using System;", + "using DG.Tweening.Core;", + "using DG.Tweening.Core.Enums;", + "using DG.Tweening.Plugins;", + "using DG.Tweening.Plugins.Core.PathCore;", + "using DG.Tweening.Plugins.Options;", + "using UnityEngine;", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "public static class DOTweenModulePhysics", + "{", + "#region Shortcuts", + "#region Rigidbody", + "/// Tweens a Rigidbody's position to the given value.", + "/// Also stores the rigidbody 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", + "public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody's X position to the given value.", + "/// Also stores the rigidbody 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", + "public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);", + "t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody's Y position to the given value.", + "/// Also stores the rigidbody 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", + "public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);", + "t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody's Z position to the given value.", + "/// Also stores the rigidbody 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", + "public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);", + "t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody's rotation to the given value.", + "/// Also stores the rigidbody as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "/// Rotation mode", + "public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)", + "{", + "TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);", + "t.SetTarget(target);", + "t.plugOptions.rotateMode = mode;", + "return t;", + "}", + "/// Tweens a Rigidbody's rotation so that it will look towards the given position.", + "/// Also stores the rigidbody 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)", + "public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)", + "{", + "TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)", + ".SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);", + "t.plugOptions.axisConstraint = axisConstraint;", + "t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;", + "return t;", + "}", + "#region Special", + "/// Tweens a Rigidbody'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 Rigidbody 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", + "public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)", + "{", + "if (numJumps < 1) numJumps = 1;", + "float startPosY = 0;", + "float offsetY = -1;", + "bool offsetYSet = false;", + "Sequence s = DOTween.Sequence();", + "Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))", + ".SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()", + ".SetLoops(numJumps * 2, LoopType.Yoyo)", + ".OnStart(() => startPosY = target.position.y);", + "s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)", + ".SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)", + ").Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)", + ".SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)", + ").Join(yTween)", + ".SetTarget(target).SetEase(DOTween.defaultEaseType);", + "yTween.OnUpdate(() => {", + "if (!offsetYSet) {", + "offsetYSet = true;", + "offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;", + "}", + "Vector3 pos = target.position;", + "pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);", + "target.MovePosition(pos);", + "});", + "return s;", + "}", + "/// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.", + "/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.", + "/// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.", + "/// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).", + "/// If you plan to publish there you should use a regular transform.DOPath.", + "/// 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)", + "public static TweenerCore DOPath(", + "this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,", + "PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null", + ")", + "{", + "if (resolution < 1) resolution = 1;", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)", + ".SetTarget(target).SetUpdate(UpdateType.Fixed);", + "t.plugOptions.isRigidbody = true;", + "t.plugOptions.mode = pathMode;", + "return t;", + "}", + "/// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.", + "/// Also stores the Rigidbody as the tween's target so it can be used for filtered operations", + "/// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.", + "/// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).", + "/// If you plan to publish there you should use a regular transform.DOLocalPath.", + "/// 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)", + "public static TweenerCore DOLocalPath(", + "this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,", + "PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null", + ")", + "{", + "if (resolution < 1) resolution = 1;", + "Transform trans = target.transform;", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)", + ".SetTarget(target).SetUpdate(UpdateType.Fixed);", + "t.plugOptions.isRigidbody = true;", + "t.plugOptions.mode = pathMode;", + "t.plugOptions.useLocalPosition = true;", + "return t;", + "}", + "// Used by path editor when creating the actual tween, so it can pass a pre-compiled path", + "internal static TweenerCore DOPath(", + "this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D", + ")", + "{", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)", + ".SetTarget(target);", + "t.plugOptions.isRigidbody = true;", + "t.plugOptions.mode = pathMode;", + "return t;", + "}", + "internal static TweenerCore DOLocalPath(", + "this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D", + ")", + "{", + "Transform trans = target.transform;", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)", + ".SetTarget(target);", + "t.plugOptions.isRigidbody = true;", + "t.plugOptions.mode = pathMode;", + "t.plugOptions.useLocalPosition = true;", + "return t;", + "}", + "#endregion", + "#endregion", + "#endregion", + "}", + "}", + "#endif" + ] }, "DOTweenModulePhysics.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics.cs.meta", "isBinary": true, "content": null }, - "DOTweenModulePhysics.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics.cs", + "DOTweenModulePhysics2D.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics2D.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\n#if true // MODULE_MARKER\\r\\nusing System;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Core.Enums;\\r\\nusing DG.Tweening.Plugins;\\r\\nusing DG.Tweening.Plugins.Core.PathCore;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\nusing UnityEngine;\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n\\tpublic static class DOTweenModulePhysics\\r\\n {\\r\\n #region Shortcuts\\r\\n\\r\\n #region Rigidbody\\r\\n\\r\\n /// Tweens a Rigidbody's position to the given value.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's X position to the given value.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration);\\r\\n t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's Y position to the given value.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration);\\r\\n t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's Z position to the given value.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration);\\r\\n t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's rotation to the given value.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// Rotation mode\\r\\n public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n t.plugOptions.rotateMode = mode;\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's rotation so that it will look towards the given position.\\r\\n /// Also stores the rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The position to look atThe duration of the tween\\r\\n /// Eventual axis constraint for the rotation\\r\\n /// The vector that defines in which direction up is (default: Vector3.up)\\r\\n public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration)\\r\\n .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt);\\r\\n t.plugOptions.axisConstraint = axisConstraint;\\r\\n t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up;\\r\\n return t;\\r\\n }\\r\\n\\r\\n #region Special\\r\\n\\r\\n /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis.\\r\\n /// Returns a Sequence instead of a Tweener.\\r\\n /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach\\r\\n /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)\\r\\n /// Total number of jumps\\r\\n /// The duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)\\r\\n {\\r\\n if (numJumps < 1) numJumps = 1;\\r\\n float startPosY = 0;\\r\\n float offsetY = -1;\\r\\n bool offsetYSet = false;\\r\\n Sequence s = DOTween.Sequence();\\r\\n Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2))\\r\\n .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()\\r\\n .SetLoops(numJumps * 2, LoopType.Yoyo)\\r\\n .OnStart(() => startPosY = target.position.y);\\r\\n s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration)\\r\\n .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)\\r\\n ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration)\\r\\n .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear)\\r\\n ).Join(yTween)\\r\\n .SetTarget(target).SetEase(DOTween.defaultEaseType);\\r\\n yTween.OnUpdate(() => {\\r\\n if (!offsetYSet) {\\r\\n offsetYSet = true;\\r\\n offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;\\r\\n }\\r\\n Vector3 pos = target.position;\\r\\n pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);\\r\\n target.MovePosition(pos);\\r\\n });\\r\\n return s;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm.\\r\\n /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations.\\r\\n /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.\\r\\n /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).\\r\\n /// If you plan to publish there you should use a regular transform.DOPath.\\r\\n /// The waypoints to go through\\r\\n /// The duration of the tween\\r\\n /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n /// The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.\\r\\n /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n public static TweenerCore DOPath(\\r\\n this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,\\r\\n PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null\\r\\n )\\r\\n {\\r\\n if (resolution < 1) resolution = 1;\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration)\\r\\n .SetTarget(target).SetUpdate(UpdateType.Fixed);\\r\\n\\r\\n t.plugOptions.isRigidbody = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n return t;\\r\\n }\\r\\n /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm.\\r\\n /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations\\r\\n /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.\\r\\n /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).\\r\\n /// If you plan to publish there you should use a regular transform.DOLocalPath.\\r\\n /// The waypoint to go through\\r\\n /// The duration of the tween\\r\\n /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n /// The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.\\r\\n /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n public static TweenerCore DOLocalPath(\\r\\n this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear,\\r\\n PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null\\r\\n )\\r\\n {\\r\\n if (resolution < 1) resolution = 1;\\r\\n Transform trans = target.transform;\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration)\\r\\n .SetTarget(target).SetUpdate(UpdateType.Fixed);\\r\\n\\r\\n t.plugOptions.isRigidbody = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n t.plugOptions.useLocalPosition = true;\\r\\n return t;\\r\\n }\\r\\n // Used by path editor when creating the actual tween, so it can pass a pre-compiled path\\r\\n internal static TweenerCore DOPath(\\r\\n this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D\\r\\n )\\r\\n {\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration)\\r\\n .SetTarget(target);\\r\\n\\r\\n t.plugOptions.isRigidbody = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n return t;\\r\\n }\\r\\n internal static TweenerCore DOLocalPath(\\r\\n this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D\\r\\n )\\r\\n {\\r\\n Transform trans = target.transform;\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)\\r\\n .SetTarget(target);\\r\\n\\r\\n t.plugOptions.isRigidbody = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n t.plugOptions.useLocalPosition = true;\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\t}\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "#if true // MODULE_MARKER", + "using System;", + "using DG.Tweening.Core;", + "using DG.Tweening.Plugins;", + "using DG.Tweening.Plugins.Core.PathCore;", + "using DG.Tweening.Plugins.Options;", + "using UnityEngine;", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "public static class DOTweenModulePhysics2D", + "{", + "#region Shortcuts", + "#region Rigidbody2D Shortcuts", + "/// Tweens a Rigidbody2D's position to the given value.", + "/// Also stores the Rigidbody2D 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", + "public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody2D's X position to the given value.", + "/// Also stores the Rigidbody2D 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", + "public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);", + "t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody2D's Y position to the given value.", + "/// Also stores the Rigidbody2D 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", + "public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);", + "t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a Rigidbody2D's rotation to the given value.", + "/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#region Special", + "/// Tweens a Rigidbody2D'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 Rigidbody2D as the tween's target so it can be used for filtered operations.", + "/// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position", + "/// 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", + "public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)", + "{", + "if (numJumps < 1) numJumps = 1;", + "float startPosY = 0;", + "float offsetY = -1;", + "bool offsetYSet = false;", + "Sequence s = DOTween.Sequence();", + "Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))", + ".SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()", + ".SetLoops(numJumps * 2, LoopType.Yoyo)", + ".OnStart(() => startPosY = target.position.y);", + "s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)", + ".SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)", + ").Join(yTween)", + ".SetTarget(target).SetEase(DOTween.defaultEaseType);", + "yTween.OnUpdate(() => {", + "if (!offsetYSet) {", + "offsetYSet = true;", + "offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;", + "}", + "Vector3 pos = target.position;", + "pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);", + "target.MovePosition(pos);", + "});", + "return s;", + "}", + "/// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.", + "/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.", + "/// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.", + "/// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).", + "/// If you plan to publish there you should use a regular transform.DOPath.", + "/// 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)", + "public static TweenerCore DOPath(", + "this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,", + "PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null", + ")", + "{", + "if (resolution < 1) resolution = 1;", + "int len = path.Length;", + "Vector3[] path3D = new Vector3[len];", + "for (int i = 0; i < len; ++i) path3D[i] = path[i];", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)", + ".SetTarget(target).SetUpdate(UpdateType.Fixed);", + "t.plugOptions.isRigidbody2D = true;", + "t.plugOptions.mode = pathMode;", + "return t;", + "}", + "/// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.", + "/// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations", + "/// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.", + "/// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).", + "/// If you plan to publish there you should use a regular transform.DOLocalPath.", + "/// 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)", + "public static TweenerCore DOLocalPath(", + "this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,", + "PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null", + ")", + "{", + "if (resolution < 1) resolution = 1;", + "int len = path.Length;", + "Vector3[] path3D = new Vector3[len];", + "for (int i = 0; i < len; ++i) path3D[i] = path[i];", + "Transform trans = target.transform;", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)", + ".SetTarget(target).SetUpdate(UpdateType.Fixed);", + "t.plugOptions.isRigidbody2D = true;", + "t.plugOptions.mode = pathMode;", + "t.plugOptions.useLocalPosition = true;", + "return t;", + "}", + "// Used by path editor when creating the actual tween, so it can pass a pre-compiled path", + "internal static TweenerCore DOPath(", + "this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D", + ")", + "{", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)", + ".SetTarget(target);", + "t.plugOptions.isRigidbody2D = true;", + "t.plugOptions.mode = pathMode;", + "return t;", + "}", + "internal static TweenerCore DOLocalPath(", + "this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D", + ")", + "{", + "Transform trans = target.transform;", + "TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)", + ".SetTarget(target);", + "t.plugOptions.isRigidbody2D = true;", + "t.plugOptions.mode = pathMode;", + "t.plugOptions.useLocalPosition = true;", + "return t;", + "}", + "#endregion", + "#endregion", + "#endregion", + "}", + "}", + "#endif" + ] }, "DOTweenModulePhysics2D.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics2D.cs.meta", "isBinary": true, "content": null }, - "DOTweenModulePhysics2D.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModulePhysics2D.cs", + "DOTweenModuleSprite.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleSprite.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\n#if true // MODULE_MARKER\\r\\nusing System;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Plugins;\\r\\nusing DG.Tweening.Plugins.Core.PathCore;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\nusing UnityEngine;\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n\\tpublic static class DOTweenModulePhysics2D\\r\\n {\\r\\n #region Shortcuts\\r\\n\\r\\n #region Rigidbody2D Shortcuts\\r\\n\\r\\n /// Tweens a Rigidbody2D's position to the given value.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody2D's X position to the given value.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration);\\r\\n t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody2D's Y position to the given value.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration);\\r\\n t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody2D's rotation to the given value.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #region Special\\r\\n\\r\\n /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.\\r\\n /// Returns a Sequence instead of a Tweener.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.\\r\\n /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position\\r\\n /// The end value to reach\\r\\n /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)\\r\\n /// Total number of jumps\\r\\n /// The duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)\\r\\n {\\r\\n if (numJumps < 1) numJumps = 1;\\r\\n float startPosY = 0;\\r\\n float offsetY = -1;\\r\\n bool offsetYSet = false;\\r\\n Sequence s = DOTween.Sequence();\\r\\n Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2))\\r\\n .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()\\r\\n .SetLoops(numJumps * 2, LoopType.Yoyo)\\r\\n .OnStart(() => startPosY = target.position.y);\\r\\n s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration)\\r\\n .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)\\r\\n ).Join(yTween)\\r\\n .SetTarget(target).SetEase(DOTween.defaultEaseType);\\r\\n yTween.OnUpdate(() => {\\r\\n if (!offsetYSet) {\\r\\n offsetYSet = true;\\r\\n offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;\\r\\n }\\r\\n Vector3 pos = target.position;\\r\\n pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad);\\r\\n target.MovePosition(pos);\\r\\n });\\r\\n return s;\\r\\n }\\r\\n\\r\\n /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.\\r\\n /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.\\r\\n /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).\\r\\n /// If you plan to publish there you should use a regular transform.DOPath.\\r\\n /// The waypoints to go through\\r\\n /// The duration of the tween\\r\\n /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n /// The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive.\\r\\n /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n public static TweenerCore DOPath(\\r\\n this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,\\r\\n PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null\\r\\n )\\r\\n {\\r\\n if (resolution < 1) resolution = 1;\\r\\n int len = path.Length;\\r\\n Vector3[] path3D = new Vector3[len];\\r\\n for (int i = 0; i < len; ++i) path3D[i] = path[i];\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration)\\r\\n .SetTarget(target).SetUpdate(UpdateType.Fixed);\\r\\n\\r\\n t.plugOptions.isRigidbody2D = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n return t;\\r\\n }\\r\\n /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm.\\r\\n /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations\\r\\n /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.\\r\\n /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug).\\r\\n /// If you plan to publish there you should use a regular transform.DOLocalPath.\\r\\n /// The waypoint to go through\\r\\n /// The duration of the tween\\r\\n /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)\\r\\n /// The path mode: 3D, side-scroller 2D, top-down 2D\\r\\n /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive.\\r\\n /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints\\r\\n /// The color of the path (shown when gizmos are active in the Play panel and the tween is running)\\r\\n public static TweenerCore DOLocalPath(\\r\\n this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear,\\r\\n PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null\\r\\n )\\r\\n {\\r\\n if (resolution < 1) resolution = 1;\\r\\n int len = path.Length;\\r\\n Vector3[] path3D = new Vector3[len];\\r\\n for (int i = 0; i < len; ++i) path3D[i] = path[i];\\r\\n Transform trans = target.transform;\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration)\\r\\n .SetTarget(target).SetUpdate(UpdateType.Fixed);\\r\\n\\r\\n t.plugOptions.isRigidbody2D = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n t.plugOptions.useLocalPosition = true;\\r\\n return t;\\r\\n }\\r\\n // Used by path editor when creating the actual tween, so it can pass a pre-compiled path\\r\\n internal static TweenerCore DOPath(\\r\\n this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D\\r\\n )\\r\\n {\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration)\\r\\n .SetTarget(target);\\r\\n\\r\\n t.plugOptions.isRigidbody2D = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n return t;\\r\\n }\\r\\n internal static TweenerCore DOLocalPath(\\r\\n this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D\\r\\n )\\r\\n {\\r\\n Transform trans = target.transform;\\r\\n TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration)\\r\\n .SetTarget(target);\\r\\n\\r\\n t.plugOptions.isRigidbody2D = true;\\r\\n t.plugOptions.mode = pathMode;\\r\\n t.plugOptions.useLocalPosition = true;\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\t}\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "#if true // MODULE_MARKER", + "using System;", + "using UnityEngine;", + "using DG.Tweening.Core;", + "using DG.Tweening.Plugins.Options;", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "public static class DOTweenModuleSprite", + "{", + "#region Shortcuts", + "#region SpriteRenderer", + "/// Tweens a SpriteRenderer's color to the given value.", + "/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Material's alpha color to the given value.", + "/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a SpriteRenderer's color using the given gradient", + "/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The gradient to useThe duration of the tween", + "public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)", + "{", + "Sequence s = DOTween.Sequence();", + "GradientColorKey[] colors = gradient.colorKeys;", + "int len = colors.Length;", + "for (int i = 0; i < len; ++i) {", + "GradientColorKey c = colors[i];", + "if (i == 0 && c.time <= 0) {", + "target.color = c.color;", + "continue;", + "}", + "float colorDuration = i == len - 1", + "? duration - s.Duration(false) // Verifies that total duration is correct", + ": duration * (i == 0 ? c.time : c.time - colors[i - 1].time);", + "s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));", + "}", + "s.SetTarget(target);", + "return s;", + "}", + "#endregion", + "#region Blendables", + "#region SpriteRenderer", + "/// Tweens a SpriteRenderer'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 SpriteRenderer as the tween's target so it can be used for filtered operations", + "/// The value to tween toThe duration of the tween", + "public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)", + "{", + "endValue = endValue - target.color;", + "Color to = new Color(0, 0, 0, 0);", + "return DOTween.To(() => to, x => {", + "Color diff = x - to;", + "to = x;", + "target.color += diff;", + "}, endValue, duration)", + ".Blendable().SetTarget(target);", + "}", + "#endregion", + "#endregion", + "#endregion", + "}", + "}", + "#endif" + ] }, "DOTweenModuleSprite.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleSprite.cs.meta", "isBinary": true, "content": null }, - "DOTweenModuleSprite.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleSprite.cs", + "DOTweenModuleUI.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUI.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\n#if true // MODULE_MARKER\\r\\nusing System;\\r\\nusing UnityEngine;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n\\tpublic static class DOTweenModuleSprite\\r\\n {\\r\\n #region Shortcuts\\r\\n\\r\\n #region SpriteRenderer\\r\\n\\r\\n /// Tweens a SpriteRenderer's color to the given value.\\r\\n /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Material's alpha color to the given value.\\r\\n /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a SpriteRenderer's color using the given gradient\\r\\n /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The gradient to useThe duration of the tween\\r\\n public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)\\r\\n {\\r\\n Sequence s = DOTween.Sequence();\\r\\n GradientColorKey[] colors = gradient.colorKeys;\\r\\n int len = colors.Length;\\r\\n for (int i = 0; i < len; ++i) {\\r\\n GradientColorKey c = colors[i];\\r\\n if (i == 0 && c.time <= 0) {\\r\\n target.color = c.color;\\r\\n continue;\\r\\n }\\r\\n float colorDuration = i == len - 1\\r\\n ? duration - s.Duration(false) // Verifies that total duration is correct\\r\\n : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);\\r\\n s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));\\r\\n }\\r\\n s.SetTarget(target);\\r\\n return s;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Blendables\\r\\n\\r\\n #region SpriteRenderer\\r\\n\\r\\n /// Tweens a SpriteRenderer's color to the given value,\\r\\n /// in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n /// instead than fight each other as multiple DOColor would do.\\r\\n /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations\\r\\n /// The value to tween toThe duration of the tween\\r\\n public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)\\r\\n {\\r\\n endValue = endValue - target.color;\\r\\n Color to = new Color(0, 0, 0, 0);\\r\\n return DOTween.To(() => to, x => {\\r\\n Color diff = x - to;\\r\\n to = x;\\r\\n target.color += diff;\\r\\n }, endValue, duration)\\r\\n .Blendable().SetTarget(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\t}\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "#if true // MODULE_MARKER", + "using System;", + "using System.Globalization;", + "using UnityEngine;", + "using UnityEngine.UI;", + "using DG.Tweening.Core;", + "using DG.Tweening.Core.Enums;", + "using DG.Tweening.Plugins;", + "using DG.Tweening.Plugins.Options;", + "using Outline = UnityEngine.UI.Outline;", + "using Text = UnityEngine.UI.Text;", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "public static class DOTweenModuleUI", + "{", + "#region Shortcuts", + "#region CanvasGroup", + "/// Tweens a CanvasGroup's alpha color to the given value.", + "/// Also stores the canvasGroup as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region Graphic", + "/// Tweens an Graphic's color to the given value.", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOColor(this Graphic target, Color endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens an Graphic's alpha color to the given value.", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this Graphic target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region Image", + "/// Tweens an Image's color to the given value.", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOColor(this Image target, Color endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens an Image's alpha color to the given value.", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this Image target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens an Image's fillAmount to the given value.", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The end value to reach (0 to 1)The duration of the tween", + "public static TweenerCore DOFillAmount(this Image target, float endValue, float duration)", + "{", + "if (endValue > 1) endValue = 1;", + "else if (endValue < 0) endValue = 0;", + "TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens an Image's colors using the given gradient", + "/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The gradient to useThe duration of the tween", + "public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)", + "{", + "Sequence s = DOTween.Sequence();", + "GradientColorKey[] colors = gradient.colorKeys;", + "int len = colors.Length;", + "for (int i = 0; i < len; ++i) {", + "GradientColorKey c = colors[i];", + "if (i == 0 && c.time <= 0) {", + "target.color = c.color;", + "continue;", + "}", + "float colorDuration = i == len - 1", + "? duration - s.Duration(false) // Verifies that total duration is correct", + ": duration * (i == 0 ? c.time : c.time - colors[i - 1].time);", + "s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));", + "}", + "s.SetTarget(target);", + "return s;", + "}", + "#endregion", + "#region LayoutElement", + "/// Tweens an LayoutElement's flexibleWidth/Height to the given value.", + "/// Also stores the LayoutElement 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", + "public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {", + "target.flexibleWidth = x.x;", + "target.flexibleHeight = x.y;", + "}, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens an LayoutElement's minWidth/Height to the given value.", + "/// Also stores the LayoutElement 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", + "public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {", + "target.minWidth = x.x;", + "target.minHeight = x.y;", + "}, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens an LayoutElement's preferredWidth/Height to the given value.", + "/// Also stores the LayoutElement 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", + "public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {", + "target.preferredWidth = x.x;", + "target.preferredHeight = x.y;", + "}, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region Outline", + "/// Tweens a Outline's effectColor to the given value.", + "/// Also stores the Outline as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOColor(this Outline target, Color endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Outline's effectColor alpha to the given value.", + "/// Also stores the Outline as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this Outline target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Outline's effectDistance to the given value.", + "/// Also stores the Outline as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region RectTransform", + "/// Tweens a RectTransform's anchoredPosition to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition X to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);", + "t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition Y to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);", + "t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition3D to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition3D X to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);", + "t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition3D Y to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);", + "t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchoredPosition3D Z to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);", + "t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchorMax to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's anchorMin to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's pivot to the given value.", + "/// Also stores the RectTransform as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's pivot X to the given value.", + "/// Also stores the RectTransform as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);", + "t.SetOptions(AxisConstraint.X).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's pivot Y to the given value.", + "/// Also stores the RectTransform as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);", + "t.SetOptions(AxisConstraint.Y).SetTarget(target);", + "return t;", + "}", + "/// Tweens a RectTransform's sizeDelta to the given value.", + "/// Also stores the RectTransform 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", + "public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "/// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one", + "/// as if it was connected to the starting position via an elastic.", + "/// Also stores the RectTransform as the tween's target so it can be used for filtered operations", + "/// The direction and strength of the punch (added to the RectTransform'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", + "public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)", + "{", + "return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)", + ".SetTarget(target).SetOptions(snapping);", + "}", + "/// Shakes a RectTransform's anchoredPosition with the given values.", + "/// Also stores the RectTransform 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 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", + "/// Randomness mode", + "public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)", + "{", + "return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)", + ".SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);", + "}", + "/// Shakes a RectTransform's anchoredPosition with the given values.", + "/// Also stores the RectTransform 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 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", + "/// Randomness mode", + "public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)", + "{", + "return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)", + ".SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);", + "}", + "#region Special", + "/// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.", + "/// Returns a Sequence instead of a Tweener.", + "/// Also stores the RectTransform 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", + "public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)", + "{", + "if (numJumps < 1) numJumps = 1;", + "float startPosY = 0;", + "float offsetY = -1;", + "bool offsetYSet = false;", + "// Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence", + "// (in case users add a delay or other elements to the Sequence)", + "Sequence s = DOTween.Sequence();", + "Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))", + ".SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()", + ".SetLoops(numJumps * 2, LoopType.Yoyo)", + ".OnStart(()=> startPosY = target.anchoredPosition.y);", + "s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)", + ".SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)", + ").Join(yTween)", + ".SetTarget(target).SetEase(DOTween.defaultEaseType);", + "s.OnUpdate(() => {", + "if (!offsetYSet) {", + "offsetYSet = true;", + "offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;", + "}", + "Vector2 pos = target.anchoredPosition;", + "pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);", + "target.anchoredPosition = pos;", + "});", + "return s;", + "}", + "#endregion", + "#endregion", + "#region ScrollRect", + "/// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.", + "/// Also stores the ScrollRect 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", + "public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)", + "{", + "return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),", + "x => {", + "target.horizontalNormalizedPosition = x.x;", + "target.verticalNormalizedPosition = x.y;", + "}, endValue, duration)", + ".SetOptions(snapping).SetTarget(target);", + "}", + "/// Tweens a ScrollRect's horizontalNormalizedPosition to the given value.", + "/// Also stores the ScrollRect 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", + "public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)", + "{", + "return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)", + ".SetOptions(snapping).SetTarget(target);", + "}", + "/// Tweens a ScrollRect's verticalNormalizedPosition to the given value.", + "/// Also stores the ScrollRect 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", + "public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)", + "{", + "return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)", + ".SetOptions(snapping).SetTarget(target);", + "}", + "#endregion", + "#region Slider", + "/// Tweens a Slider's value to the given value.", + "/// Also stores the Slider 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", + "public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false)", + "{", + "TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);", + "t.SetOptions(snapping).SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region Text", + "/// Tweens a Text's color to the given value.", + "/// Also stores the Text as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOColor(this Text target, Color endValue, float duration)", + "{", + "TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// ", + "/// Tweens a Text's text from one integer to another, with options for thousands separators", + "/// ", + "/// The value to start from", + "/// The end value to reach", + "/// The duration of the tween", + "/// If TRUE (default) also adds thousands separators", + "/// The to use (InvariantCulture if NULL)", + "public static TweenerCore DOCounter(", + "this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null", + "){", + "int v = fromValue;", + "CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;", + "TweenerCore t = DOTween.To(() => v, x => {", + "v = x;", + "target.text = addThousandsSeparator", + "? v.ToString(\\"N0\\", cInfo)", + ": v.ToString();", + "}, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Text's alpha color to the given value.", + "/// Also stores the Text as the tween's target so it can be used for filtered operations", + "/// The end value to reachThe duration of the tween", + "public static TweenerCore DOFade(this Text target, float endValue, float duration)", + "{", + "TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Text's text to the given value.", + "/// Also stores the Text as the tween's target so it can be used for filtered operations", + "/// The end string to tween toThe duration of the tween", + "/// If TRUE (default), rich text will be interpreted correctly while animated,", + "/// otherwise all tags will be considered as normal text", + "/// The type of scramble mode 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 (default) to use default ones", + "public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)", + "{", + "if (endValue == null) {", + "if (Debugger.logPriority > 0) Debugger.LogWarning(\\"You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors\\");", + "endValue = \\"\\";", + "}", + "TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);", + "t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)", + ".SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region Blendables", + "#region Graphic", + "/// Tweens a Graphic'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 Graphic as the tween's target so it can be used for filtered operations", + "/// The value to tween toThe duration of the tween", + "public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)", + "{", + "endValue = endValue - target.color;", + "Color to = new Color(0, 0, 0, 0);", + "return DOTween.To(() => to, x => {", + "Color diff = x - to;", + "to = x;", + "target.color += diff;", + "}, endValue, duration)", + ".Blendable().SetTarget(target);", + "}", + "#endregion", + "#region Image", + "/// Tweens a Image'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 Image as the tween's target so it can be used for filtered operations", + "/// The value to tween toThe duration of the tween", + "public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)", + "{", + "endValue = endValue - target.color;", + "Color to = new Color(0, 0, 0, 0);", + "return DOTween.To(() => to, x => {", + "Color diff = x - to;", + "to = x;", + "target.color += diff;", + "}, endValue, duration)", + ".Blendable().SetTarget(target);", + "}", + "#endregion", + "#region Text", + "/// Tweens a Text's color BY 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 Text as the tween's target so it can be used for filtered operations", + "/// The value to tween toThe duration of the tween", + "public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)", + "{", + "endValue = endValue - target.color;", + "Color to = new Color(0, 0, 0, 0);", + "return DOTween.To(() => to, x => {", + "Color diff = x - to;", + "to = x;", + "target.color += diff;", + "}, endValue, duration)", + ".Blendable().SetTarget(target);", + "}", + "#endregion", + "#endregion", + "#region Shapes", + "/// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.", + "/// Also stores the RectTransform as the tween's target so it can be used for filtered operations.", + "/// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the \\"from degrees value\\"", + "/// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)", + "/// The end value degrees to reach (to rotate counter-clockwise pass a negative value)", + "/// The duration of the tween", + "/// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition", + "/// If TRUE the tween will smoothly snap all values to integers", + "public static TweenerCore DOShapeCircle(", + "this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false", + ")", + "{", + "TweenerCore t = DOTween.To(", + "CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration", + ");", + "t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);", + "return t;", + "}", + "#endregion", + "#endregion", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "public static class Utils", + "{", + "/// ", + "/// Converts the anchoredPosition of the first RectTransform to the second RectTransform,", + "/// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition", + "/// ", + "public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)", + "{", + "Vector2 localPoint;", + "Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);", + "Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);", + "screenP += fromPivotDerivedOffset;", + "RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);", + "Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);", + "return to.anchoredPosition + localPoint - pivotDerivedOffset;", + "}", + "}", + "}", + "}", + "#endif" + ] }, "DOTweenModuleUI.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUI.cs.meta", "isBinary": true, "content": null }, - "DOTweenModuleUI.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUI.cs", + "DOTweenModuleUnityVersion.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUnityVersion.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\n#if true // MODULE_MARKER\\r\\n\\r\\nusing System;\\r\\nusing System.Globalization;\\r\\nusing UnityEngine;\\r\\nusing UnityEngine.UI;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Core.Enums;\\r\\nusing DG.Tweening.Plugins;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\nusing Outline = UnityEngine.UI.Outline;\\r\\nusing Text = UnityEngine.UI.Text;\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n\\tpublic static class DOTweenModuleUI\\r\\n {\\r\\n #region Shortcuts\\r\\n\\r\\n #region CanvasGroup\\r\\n\\r\\n /// Tweens a CanvasGroup's alpha color to the given value.\\r\\n /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Graphic\\r\\n\\r\\n /// Tweens an Graphic's color to the given value.\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOColor(this Graphic target, Color endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an Graphic's alpha color to the given value.\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this Graphic target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Image\\r\\n\\r\\n /// Tweens an Image's color to the given value.\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOColor(this Image target, Color endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an Image's alpha color to the given value.\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this Image target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an Image's fillAmount to the given value.\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach (0 to 1)The duration of the tween\\r\\n public static TweenerCore DOFillAmount(this Image target, float endValue, float duration)\\r\\n {\\r\\n if (endValue > 1) endValue = 1;\\r\\n else if (endValue < 0) endValue = 0;\\r\\n TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an Image's colors using the given gradient\\r\\n /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The gradient to useThe duration of the tween\\r\\n public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration)\\r\\n {\\r\\n Sequence s = DOTween.Sequence();\\r\\n GradientColorKey[] colors = gradient.colorKeys;\\r\\n int len = colors.Length;\\r\\n for (int i = 0; i < len; ++i) {\\r\\n GradientColorKey c = colors[i];\\r\\n if (i == 0 && c.time <= 0) {\\r\\n target.color = c.color;\\r\\n continue;\\r\\n }\\r\\n float colorDuration = i == len - 1\\r\\n ? duration - s.Duration(false) // Verifies that total duration is correct\\r\\n : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);\\r\\n s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));\\r\\n }\\r\\n s.SetTarget(target);\\r\\n return s;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region LayoutElement\\r\\n\\r\\n /// Tweens an LayoutElement's flexibleWidth/Height to the given value.\\r\\n /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => {\\r\\n target.flexibleWidth = x.x;\\r\\n target.flexibleHeight = x.y;\\r\\n }, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an LayoutElement's minWidth/Height to the given value.\\r\\n /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => {\\r\\n target.minWidth = x.x;\\r\\n target.minHeight = x.y;\\r\\n }, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens an LayoutElement's preferredWidth/Height to the given value.\\r\\n /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => {\\r\\n target.preferredWidth = x.x;\\r\\n target.preferredHeight = x.y;\\r\\n }, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Outline\\r\\n\\r\\n /// Tweens a Outline's effectColor to the given value.\\r\\n /// Also stores the Outline as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOColor(this Outline target, Color endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Outline's effectColor alpha to the given value.\\r\\n /// Also stores the Outline as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this Outline target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Outline's effectDistance to the given value.\\r\\n /// Also stores the Outline as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region RectTransform\\r\\n\\r\\n /// Tweens a RectTransform's anchoredPosition to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's anchoredPosition X to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);\\r\\n t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's anchoredPosition Y to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);\\r\\n t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a RectTransform's anchoredPosition3D to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's anchoredPosition3D X to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);\\r\\n t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's anchoredPosition3D Y to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);\\r\\n t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's anchoredPosition3D Z to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);\\r\\n t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a RectTransform's anchorMax to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a RectTransform's anchorMin to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a RectTransform's pivot to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's pivot X to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);\\r\\n t.SetOptions(AxisConstraint.X).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n /// Tweens a RectTransform's pivot Y to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);\\r\\n t.SetOptions(AxisConstraint.Y).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a RectTransform's sizeDelta to the given value.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one\\r\\n /// as if it was connected to the starting position via an elastic.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The direction and strength of the punch (added to the RectTransform's current position)\\r\\n /// The duration of the tween\\r\\n /// Indicates how much will the punch vibrate\\r\\n /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards.\\r\\n /// 1 creates a full oscillation between the punch direction and the opposite direction,\\r\\n /// while 0 oscillates only between the punch and the start position\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false)\\r\\n {\\r\\n return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity)\\r\\n .SetTarget(target).SetOptions(snapping);\\r\\n }\\r\\n\\r\\n /// Shakes a RectTransform's anchoredPosition with the given values.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The duration of the tween\\r\\n /// The shake strength\\r\\n /// Indicates how much will the shake vibrate\\r\\n /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n /// Setting it to 0 will shake along a single direction.\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n /// Randomness mode\\r\\n public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)\\r\\n {\\r\\n return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode)\\r\\n .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);\\r\\n }\\r\\n /// Shakes a RectTransform's anchoredPosition with the given values.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The duration of the tween\\r\\n /// The shake strength on each axis\\r\\n /// Indicates how much will the shake vibrate\\r\\n /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). \\r\\n /// Setting it to 0 will shake along a single direction.\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not\\r\\n /// Randomness mode\\r\\n public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full)\\r\\n {\\r\\n return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode)\\r\\n .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping);\\r\\n }\\r\\n\\r\\n #region Special\\r\\n\\r\\n /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis.\\r\\n /// Returns a Sequence instead of a Tweener.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach\\r\\n /// Power of the jump (the max height of the jump is represented by this plus the final Y offset)\\r\\n /// Total number of jumps\\r\\n /// The duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false)\\r\\n {\\r\\n if (numJumps < 1) numJumps = 1;\\r\\n float startPosY = 0;\\r\\n float offsetY = -1;\\r\\n bool offsetYSet = false;\\r\\n\\r\\n // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence\\r\\n // (in case users add a delay or other elements to the Sequence)\\r\\n Sequence s = DOTween.Sequence();\\r\\n Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2))\\r\\n .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative()\\r\\n .SetLoops(numJumps * 2, LoopType.Yoyo)\\r\\n .OnStart(()=> startPosY = target.anchoredPosition.y);\\r\\n s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration)\\r\\n .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear)\\r\\n ).Join(yTween)\\r\\n .SetTarget(target).SetEase(DOTween.defaultEaseType);\\r\\n s.OnUpdate(() => {\\r\\n if (!offsetYSet) {\\r\\n offsetYSet = true;\\r\\n offsetY = s.isRelative ? endValue.y : endValue.y - startPosY;\\r\\n }\\r\\n Vector2 pos = target.anchoredPosition;\\r\\n pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad);\\r\\n target.anchoredPosition = pos;\\r\\n });\\r\\n return s;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region ScrollRect\\r\\n\\r\\n /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value.\\r\\n /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false)\\r\\n {\\r\\n return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition),\\r\\n x => {\\r\\n target.horizontalNormalizedPosition = x.x;\\r\\n target.verticalNormalizedPosition = x.y;\\r\\n }, endValue, duration)\\r\\n .SetOptions(snapping).SetTarget(target);\\r\\n }\\r\\n /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value.\\r\\n /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration)\\r\\n .SetOptions(snapping).SetTarget(target);\\r\\n }\\r\\n /// Tweens a ScrollRect's verticalNormalizedPosition to the given value.\\r\\n /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration)\\r\\n .SetOptions(snapping).SetTarget(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Slider\\r\\n\\r\\n /// Tweens a Slider's value to the given value.\\r\\n /// Also stores the Slider as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);\\r\\n t.SetOptions(snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Text\\r\\n\\r\\n /// Tweens a Text's color to the given value.\\r\\n /// Also stores the Text as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOColor(this Text target, Color endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Tweens a Text's text from one integer to another, with options for thousands separators\\r\\n /// \\r\\n /// The value to start from\\r\\n /// The end value to reach\\r\\n /// The duration of the tween\\r\\n /// If TRUE (default) also adds thousands separators\\r\\n /// The to use (InvariantCulture if NULL)\\r\\n public static TweenerCore DOCounter(\\r\\n this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null\\r\\n ){\\r\\n int v = fromValue;\\r\\n CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;\\r\\n TweenerCore t = DOTween.To(() => v, x => {\\r\\n v = x;\\r\\n target.text = addThousandsSeparator\\r\\n ? v.ToString(\\"N0\\", cInfo)\\r\\n : v.ToString();\\r\\n }, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Text's alpha color to the given value.\\r\\n /// Also stores the Text as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reachThe duration of the tween\\r\\n public static TweenerCore DOFade(this Text target, float endValue, float duration)\\r\\n {\\r\\n TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Text's text to the given value.\\r\\n /// Also stores the Text as the tween's target so it can be used for filtered operations\\r\\n /// The end string to tween toThe duration of the tween\\r\\n /// If TRUE (default), rich text will be interpreted correctly while animated,\\r\\n /// otherwise all tags will be considered as normal text\\r\\n /// The type of scramble mode to use, if any\\r\\n /// A string containing the characters to use for scrambling.\\r\\n /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.\\r\\n /// Leave it to NULL (default) to use default ones\\r\\n public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)\\r\\n {\\r\\n if (endValue == null) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogWarning(\\"You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors\\");\\r\\n endValue = \\"\\";\\r\\n }\\r\\n TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);\\r\\n t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)\\r\\n .SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Blendables\\r\\n\\r\\n #region Graphic\\r\\n\\r\\n /// Tweens a Graphic's color to the given value,\\r\\n /// in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n /// instead than fight each other as multiple DOColor would do.\\r\\n /// Also stores the Graphic as the tween's target so it can be used for filtered operations\\r\\n /// The value to tween toThe duration of the tween\\r\\n public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration)\\r\\n {\\r\\n endValue = endValue - target.color;\\r\\n Color to = new Color(0, 0, 0, 0);\\r\\n return DOTween.To(() => to, x => {\\r\\n Color diff = x - to;\\r\\n to = x;\\r\\n target.color += diff;\\r\\n }, endValue, duration)\\r\\n .Blendable().SetTarget(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Image\\r\\n\\r\\n /// Tweens a Image's color to the given value,\\r\\n /// in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n /// instead than fight each other as multiple DOColor would do.\\r\\n /// Also stores the Image as the tween's target so it can be used for filtered operations\\r\\n /// The value to tween toThe duration of the tween\\r\\n public static Tweener DOBlendableColor(this Image target, Color endValue, float duration)\\r\\n {\\r\\n endValue = endValue - target.color;\\r\\n Color to = new Color(0, 0, 0, 0);\\r\\n return DOTween.To(() => to, x => {\\r\\n Color diff = x - to;\\r\\n to = x;\\r\\n target.color += diff;\\r\\n }, endValue, duration)\\r\\n .Blendable().SetTarget(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Text\\r\\n\\r\\n /// Tweens a Text's color BY the given value,\\r\\n /// in a way that allows other DOBlendableColor tweens to work together on the same target,\\r\\n /// instead than fight each other as multiple DOColor would do.\\r\\n /// Also stores the Text as the tween's target so it can be used for filtered operations\\r\\n /// The value to tween toThe duration of the tween\\r\\n public static Tweener DOBlendableColor(this Text target, Color endValue, float duration)\\r\\n {\\r\\n endValue = endValue - target.color;\\r\\n Color to = new Color(0, 0, 0, 0);\\r\\n return DOTween.To(() => to, x => {\\r\\n Color diff = x - to;\\r\\n to = x;\\r\\n target.color += diff;\\r\\n }, endValue, duration)\\r\\n .Blendable().SetTarget(target);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region Shapes\\r\\n\\r\\n /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center.\\r\\n /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.\\r\\n /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the \\"from degrees value\\"\\r\\n /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)\\r\\n /// The end value degrees to reach (to rotate counter-clockwise pass a negative value)\\r\\n /// The duration of the tween\\r\\n /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition\\r\\n /// If TRUE the tween will smoothly snap all values to integers\\r\\n public static TweenerCore DOShapeCircle(\\r\\n this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false\\r\\n )\\r\\n {\\r\\n TweenerCore t = DOTween.To(\\r\\n CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration\\r\\n );\\r\\n t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n\\r\\n public static class Utils\\r\\n {\\r\\n /// \\r\\n /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,\\r\\n /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition\\r\\n /// \\r\\n public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to)\\r\\n {\\r\\n Vector2 localPoint;\\r\\n Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin);\\r\\n Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position);\\r\\n screenP += fromPivotDerivedOffset;\\r\\n RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint);\\r\\n Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin);\\r\\n return to.anchoredPosition + localPoint - pivotDerivedOffset;\\r\\n }\\r\\n }\\r\\n\\t}\\r\\n}\\r\\n#endif\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "using System;", + "using UnityEngine;", + "using DG.Tweening.Core;", + "using DG.Tweening.Plugins.Options;", + "//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)", + "//using Task = System.Threading.Tasks.Task;", + "//#endif", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "/// ", + "/// Shortcuts/functions that are not strictly related to specific Modules", + "/// but are available only on some Unity versions", + "/// ", + "public static class DOTweenModuleUnityVersion", + "{", + "#region Material", + "/// Tweens a Material's color using the given gradient", + "/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The gradient to useThe duration of the tween", + "public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)", + "{", + "Sequence s = DOTween.Sequence();", + "GradientColorKey[] colors = gradient.colorKeys;", + "int len = colors.Length;", + "for (int i = 0; i < len; ++i) {", + "GradientColorKey c = colors[i];", + "if (i == 0 && c.time <= 0) {", + "target.color = c.color;", + "continue;", + "}", + "float colorDuration = i == len - 1", + "? duration - s.Duration(false) // Verifies that total duration is correct", + ": duration * (i == 0 ? c.time : c.time - colors[i - 1].time);", + "s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));", + "}", + "s.SetTarget(target);", + "return s;", + "}", + "/// Tweens a Material's named color property using the given gradient", + "/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).", + "/// Also stores the image as the tween's target so it can be used for filtered operations", + "/// The gradient to use", + "/// The name of the material property to tween (like _Tint or _SpecColor)", + "/// The duration of the tween", + "public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)", + "{", + "Sequence s = DOTween.Sequence();", + "GradientColorKey[] colors = gradient.colorKeys;", + "int len = colors.Length;", + "for (int i = 0; i < len; ++i) {", + "GradientColorKey c = colors[i];", + "if (i == 0 && c.time <= 0) {", + "target.SetColor(property, c.color);", + "continue;", + "}", + "float colorDuration = i == len - 1", + "? duration - s.Duration(false) // Verifies that total duration is correct", + ": duration * (i == 0 ? c.time : c.time - colors[i - 1].time);", + "s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));", + "}", + "s.SetTarget(target);", + "return s;", + "}", + "#endregion", + "#region CustomYieldInstructions", + "/// ", + "/// Returns a 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(true);", + "/// ", + "public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForCompletion(t);", + "}", + "/// ", + "/// Returns a 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();", + "/// ", + "public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForRewind(t);", + "}", + "/// ", + "/// Returns a that waits until the tween is killed.", + "/// It can be used inside a coroutine as a yield.", + "/// Example usage:yield return myTween.WaitForKill();", + "/// ", + "public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForKill(t);", + "}", + "/// ", + "/// Returns a 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", + "public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);", + "}", + "/// ", + "/// Returns a that waits until the tween is killed", + "/// or has reached the given time 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", + "public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForPosition(t, position);", + "}", + "/// ", + "/// Returns a 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();", + "/// ", + "public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return null;", + "}", + "return new DOTweenCYInstruction.WaitForStart(t);", + "}", + "#endregion", + "#if UNITY_2018_1_OR_NEWER", + "#region Unity 2018.1 or Newer", + "#region Material", + "/// Tweens a Material's named texture offset 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", + "public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)", + "{", + "if (!target.HasProperty(propertyID)) {", + "if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);", + "return null;", + "}", + "TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "/// Tweens a Material's named texture scale 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", + "public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)", + "{", + "if (!target.HasProperty(propertyID)) {", + "if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);", + "return null;", + "}", + "TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);", + "t.SetTarget(target);", + "return t;", + "}", + "#endregion", + "#region .NET 4.6 or Newer", + "#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)", + "#region Async Instructions", + "/// ", + "/// Returns an async that waits until the tween is killed or complete.", + "/// It can be used inside an async operation.", + "/// Example usage:await myTween.WaitForCompletion();", + "/// ", + "public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();", + "}", + "/// ", + "/// Returns an async that waits until the tween is killed or rewinded.", + "/// It can be used inside an async operation.", + "/// Example usage:await myTween.AsyncWaitForRewind();", + "/// ", + "public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();", + "}", + "/// ", + "/// Returns an async that waits until the tween is killed.", + "/// It can be used inside an async operation.", + "/// Example usage:await myTween.AsyncWaitForKill();", + "/// ", + "public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active) await System.Threading.Tasks.Task.Yield();", + "}", + "/// ", + "/// Returns an async that waits until the tween is killed or has gone through the given amount of loops.", + "/// It can be used inside an async operation.", + "/// Example usage:await myTween.AsyncWaitForElapsedLoops();", + "/// ", + "/// Elapsed loops to wait for", + "public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();", + "}", + "/// ", + "/// Returns an async 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 an async operation.", + "/// Example usage:await myTween.AsyncWaitForPosition();", + "/// ", + "/// Position (loops included, delays excluded) to wait for", + "public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();", + "}", + "/// ", + "/// Returns an async that waits until the tween is killed.", + "/// It can be used inside an async operation.", + "/// Example usage:await myTween.AsyncWaitForKill();", + "/// ", + "public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)", + "{", + "if (!t.active) {", + "if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);", + "return;", + "}", + "while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();", + "}", + "#endregion", + "#endif", + "#endregion", + "#endregion", + "#endif", + "}", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "// ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "public static class DOTweenCYInstruction", + "{", + "public class WaitForCompletion : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active && !t.IsComplete();", + "}}", + "readonly Tween t;", + "public WaitForCompletion(Tween tween)", + "{", + "t = tween;", + "}", + "}", + "public class WaitForRewind : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);", + "}}", + "readonly Tween t;", + "public WaitForRewind(Tween tween)", + "{", + "t = tween;", + "}", + "}", + "public class WaitForKill : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active;", + "}}", + "readonly Tween t;", + "public WaitForKill(Tween tween)", + "{", + "t = tween;", + "}", + "}", + "public class WaitForElapsedLoops : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active && t.CompletedLoops() < elapsedLoops;", + "}}", + "readonly Tween t;", + "readonly int elapsedLoops;", + "public WaitForElapsedLoops(Tween tween, int elapsedLoops)", + "{", + "t = tween;", + "this.elapsedLoops = elapsedLoops;", + "}", + "}", + "public class WaitForPosition : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active && t.position * (t.CompletedLoops() + 1) < position;", + "}}", + "readonly Tween t;", + "readonly float position;", + "public WaitForPosition(Tween tween, float position)", + "{", + "t = tween;", + "this.position = position;", + "}", + "}", + "public class WaitForStart : CustomYieldInstruction", + "{", + "public override bool keepWaiting { get {", + "return t.active && !t.playedOnce;", + "}}", + "readonly Tween t;", + "public WaitForStart(Tween tween)", + "{", + "t = tween;", + "}", + "}", + "}", + "}" + ] }, "DOTweenModuleUnityVersion.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUnityVersion.cs.meta", "isBinary": true, "content": null }, - "DOTweenModuleUnityVersion.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUnityVersion.cs", + "DOTweenModuleUtils.cs": { + "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUtils.cs", "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\nusing System;\\r\\nusing UnityEngine;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\n//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)\\r\\n//using Task = System.Threading.Tasks.Task;\\r\\n//#endif\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n /// \\r\\n /// Shortcuts/functions that are not strictly related to specific Modules\\r\\n /// but are available only on some Unity versions\\r\\n /// \\r\\n\\tpublic static class DOTweenModuleUnityVersion\\r\\n {\\r\\n #region Material\\r\\n\\r\\n /// Tweens a Material's color using the given gradient\\r\\n /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The gradient to useThe duration of the tween\\r\\n public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration)\\r\\n {\\r\\n Sequence s = DOTween.Sequence();\\r\\n GradientColorKey[] colors = gradient.colorKeys;\\r\\n int len = colors.Length;\\r\\n for (int i = 0; i < len; ++i) {\\r\\n GradientColorKey c = colors[i];\\r\\n if (i == 0 && c.time <= 0) {\\r\\n target.color = c.color;\\r\\n continue;\\r\\n }\\r\\n float colorDuration = i == len - 1\\r\\n ? duration - s.Duration(false) // Verifies that total duration is correct\\r\\n : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);\\r\\n s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));\\r\\n }\\r\\n s.SetTarget(target);\\r\\n return s;\\r\\n }\\r\\n /// Tweens a Material's named color property using the given gradient\\r\\n /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).\\r\\n /// Also stores the image as the tween's target so it can be used for filtered operations\\r\\n /// The gradient to use\\r\\n /// The name of the material property to tween (like _Tint or _SpecColor)\\r\\n /// The duration of the tween\\r\\n public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration)\\r\\n {\\r\\n Sequence s = DOTween.Sequence();\\r\\n GradientColorKey[] colors = gradient.colorKeys;\\r\\n int len = colors.Length;\\r\\n for (int i = 0; i < len; ++i) {\\r\\n GradientColorKey c = colors[i];\\r\\n if (i == 0 && c.time <= 0) {\\r\\n target.SetColor(property, c.color);\\r\\n continue;\\r\\n }\\r\\n float colorDuration = i == len - 1\\r\\n ? duration - s.Duration(false) // Verifies that total duration is correct\\r\\n : duration * (i == 0 ? c.time : c.time - colors[i - 1].time);\\r\\n s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear));\\r\\n }\\r\\n s.SetTarget(target);\\r\\n return s;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region CustomYieldInstructions\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed or complete.\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForCompletion(true);\\r\\n /// \\r\\n public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForCompletion(t);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed or rewinded.\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForRewind();\\r\\n /// \\r\\n public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForRewind(t);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed.\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForKill();\\r\\n /// \\r\\n public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForKill(t);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed or has gone through the given amount of loops.\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForElapsedLoops(2);\\r\\n /// \\r\\n /// Elapsed loops to wait for\\r\\n public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed\\r\\n /// or has reached the given time position (loops included, delays excluded).\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForPosition(2.5f);\\r\\n /// \\r\\n /// Position (loops included, delays excluded) to wait for\\r\\n public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForPosition(t, position);\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns a that waits until the tween is killed or started\\r\\n /// (meaning when the tween is set in a playing state the first time, after any eventual delay).\\r\\n /// It can be used inside a coroutine as a yield.\\r\\n /// Example usage:yield return myTween.WaitForStart();\\r\\n /// \\r\\n public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return null;\\r\\n }\\r\\n return new DOTweenCYInstruction.WaitForStart(t);\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n#if UNITY_2018_1_OR_NEWER\\r\\n #region Unity 2018.1 or Newer\\r\\n\\r\\n #region Material\\r\\n\\r\\n /// Tweens a Material's named texture offset property with the given ID to the given value.\\r\\n /// Also stores the material as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach\\r\\n /// The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n /// The duration of the tween\\r\\n public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration)\\r\\n {\\r\\n if (!target.HasProperty(propertyID)) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);\\r\\n return null;\\r\\n }\\r\\n TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n /// Tweens a Material's named texture scale property with the given ID to the given value.\\r\\n /// Also stores the material as the tween's target so it can be used for filtered operations\\r\\n /// The end value to reach\\r\\n /// The ID of the material property to tween (also called nameID in Unity's manual)\\r\\n /// The duration of the tween\\r\\n public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration)\\r\\n {\\r\\n if (!target.HasProperty(propertyID)) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID);\\r\\n return null;\\r\\n }\\r\\n TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration);\\r\\n t.SetTarget(target);\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n\\r\\n #region .NET 4.6 or Newer\\r\\n\\r\\n#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)\\r\\n\\r\\n #region Async Instructions\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed or complete.\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.WaitForCompletion();\\r\\n /// \\r\\n public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed or rewinded.\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.AsyncWaitForRewind();\\r\\n /// \\r\\n public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed.\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.AsyncWaitForKill();\\r\\n /// \\r\\n public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed or has gone through the given amount of loops.\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.AsyncWaitForElapsedLoops();\\r\\n /// \\r\\n /// Elapsed loops to wait for\\r\\n public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed or started\\r\\n /// (meaning when the tween is set in a playing state the first time, after any eventual delay).\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.AsyncWaitForPosition();\\r\\n /// \\r\\n /// Position (loops included, delays excluded) to wait for\\r\\n public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n /// \\r\\n /// Returns an async that waits until the tween is killed.\\r\\n /// It can be used inside an async operation.\\r\\n /// Example usage:await myTween.AsyncWaitForKill();\\r\\n /// \\r\\n public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t)\\r\\n {\\r\\n if (!t.active) {\\r\\n if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t);\\r\\n return;\\r\\n }\\r\\n while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield();\\r\\n }\\r\\n\\r\\n #endregion\\r\\n#endif\\r\\n\\r\\n #endregion\\r\\n\\r\\n #endregion\\r\\n#endif\\r\\n }\\r\\n\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n\\r\\n public static class DOTweenCYInstruction\\r\\n {\\r\\n public class WaitForCompletion : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active && !t.IsComplete();\\r\\n }}\\r\\n readonly Tween t;\\r\\n public WaitForCompletion(Tween tween)\\r\\n {\\r\\n t = tween;\\r\\n }\\r\\n }\\r\\n\\r\\n public class WaitForRewind : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0);\\r\\n }}\\r\\n readonly Tween t;\\r\\n public WaitForRewind(Tween tween)\\r\\n {\\r\\n t = tween;\\r\\n }\\r\\n }\\r\\n\\r\\n public class WaitForKill : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active;\\r\\n }}\\r\\n readonly Tween t;\\r\\n public WaitForKill(Tween tween)\\r\\n {\\r\\n t = tween;\\r\\n }\\r\\n }\\r\\n\\r\\n public class WaitForElapsedLoops : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active && t.CompletedLoops() < elapsedLoops;\\r\\n }}\\r\\n readonly Tween t;\\r\\n readonly int elapsedLoops;\\r\\n public WaitForElapsedLoops(Tween tween, int elapsedLoops)\\r\\n {\\r\\n t = tween;\\r\\n this.elapsedLoops = elapsedLoops;\\r\\n }\\r\\n }\\r\\n\\r\\n public class WaitForPosition : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active && t.position * (t.CompletedLoops() + 1) < position;\\r\\n }}\\r\\n readonly Tween t;\\r\\n readonly float position;\\r\\n public WaitForPosition(Tween tween, float position)\\r\\n {\\r\\n t = tween;\\r\\n this.position = position;\\r\\n }\\r\\n }\\r\\n\\r\\n public class WaitForStart : CustomYieldInstruction\\r\\n {\\r\\n public override bool keepWaiting { get {\\r\\n return t.active && !t.playedOnce;\\r\\n }}\\r\\n readonly Tween t;\\r\\n public WaitForStart(Tween tween)\\r\\n {\\r\\n t = tween;\\r\\n }\\r\\n }\\r\\n }\\r\\n}\\r\\n" + "content": [ + "// Author: Daniele Giardini - http://www.demigiant.com", + "// Created: 2018/07/13", + "using System;", + "using System.Reflection;", + "using UnityEngine;", + "using DG.Tweening.Core;", + "using DG.Tweening.Plugins.Core.PathCore;", + "using DG.Tweening.Plugins.Options;", + "#pragma warning disable 1591", + "namespace DG.Tweening", + "{", + "/// ", + "/// Utility functions that deal with available Modules.", + "/// Modules defines:", + "/// - DOTAUDIO", + "/// - DOTPHYSICS", + "/// - DOTPHYSICS2D", + "/// - DOTSPRITE", + "/// - DOTUI", + "/// Extra defines set and used for implementation of external assets:", + "/// - DOTWEEN_TMP ► TextMesh Pro", + "/// - DOTWEEN_TK2D ► 2D Toolkit", + "/// ", + "public static class DOTweenModuleUtils", + "{", + "static bool _initialized;", + "#region Reflection", + "/// ", + "/// Called via Reflection by DOTweenComponent on Awake", + "/// ", + "#if UNITY_2018_1_OR_NEWER", + "[UnityEngine.Scripting.Preserve]", + "#endif", + "public static void Init()", + "{", + "if (_initialized) return;", + "_initialized = true;", + "DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;", + "#if UNITY_EDITOR", + "#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1", + "UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;", + "#else", + "UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;", + "#endif", + "#endif", + "}", + "#if UNITY_2018_1_OR_NEWER", + "#pragma warning disable", + "[UnityEngine.Scripting.Preserve]", + "// Just used to preserve methods when building, never called", + "static void Preserver()", + "{", + "Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();", + "MethodInfo mi = typeof(MonoBehaviour).GetMethod(\\"Stub\\");", + "}", + "#pragma warning restore", + "#endif", + "#endregion", + "#if UNITY_EDITOR", + "// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)", + "#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1", + "static void PlaymodeStateChanged()", + "#else", + "static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)", + "#endif", + "{", + "if (DOTween.instance == null) return;", + "DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);", + "}", + "#endif", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████", + "// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████", + "public static class Physics", + "{", + "// Called via DOTweenExternalCommand callback", + "public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)", + "{", + "#if true // PHYSICS_MARKER", + "if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;", + "else trans.rotation = newRot;", + "#else", + "trans.rotation = newRot;", + "#endif", + "}", + "// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached", + "public static bool HasRigidbody2D(Component target)", + "{", + "#if true // PHYSICS2D_MARKER", + "return target.GetComponent() != null;", + "#else", + "return false;", + "#endif", + "}", + "#region Called via Reflection", + "// Called via Reflection by DOTweenPathInspector", + "// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached", + "#if UNITY_2018_1_OR_NEWER", + "[UnityEngine.Scripting.Preserve]", + "#endif", + "public static bool HasRigidbody(Component target)", + "{", + "#if true // PHYSICS_MARKER", + "return target.GetComponent() != null;", + "#else", + "return false;", + "#endif", + "}", + "// Called via Reflection by DOTweenPath", + "#if UNITY_2018_1_OR_NEWER", + "[UnityEngine.Scripting.Preserve]", + "#endif", + "public static TweenerCore CreateDOTweenPathTween(", + "MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode", + "){", + "TweenerCore t = null;", + "bool rBodyFoundAndTweened = false;", + "#if true // PHYSICS_MARKER", + "if (tweenRigidbody) {", + "Rigidbody rBody = target.GetComponent();", + "if (rBody != null) {", + "rBodyFoundAndTweened = true;", + "t = isLocal", + "? rBody.DOLocalPath(path, duration, pathMode)", + ": rBody.DOPath(path, duration, pathMode);", + "}", + "}", + "#endif", + "#if true // PHYSICS2D_MARKER", + "if (!rBodyFoundAndTweened && tweenRigidbody) {", + "Rigidbody2D rBody2D = target.GetComponent();", + "if (rBody2D != null) {", + "rBodyFoundAndTweened = true;", + "t = isLocal", + "? rBody2D.DOLocalPath(path, duration, pathMode)", + ": rBody2D.DOPath(path, duration, pathMode);", + "}", + "}", + "#endif", + "if (!rBodyFoundAndTweened) {", + "t = isLocal", + "? target.transform.DOLocalPath(path, duration, pathMode)", + ": target.transform.DOPath(path, duration, pathMode);", + "}", + "return t;", + "}", + "#endregion", + "}", + "}", + "}" + ] }, "DOTweenModuleUtils.cs.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUtils.cs.meta", "isBinary": true, "content": null - }, - "DOTweenModuleUtils.cs": { - "path": "./unity/Lumberjack/Assets/DOTween 4/Modules/DOTweenModuleUtils.cs", - "isBinary": false, - "content": "// Author: Daniele Giardini - http://www.demigiant.com\\r\\n// Created: 2018/07/13\\r\\n\\r\\nusing System;\\r\\nusing System.Reflection;\\r\\nusing UnityEngine;\\r\\nusing DG.Tweening.Core;\\r\\nusing DG.Tweening.Plugins.Core.PathCore;\\r\\nusing DG.Tweening.Plugins.Options;\\r\\n\\r\\n#pragma warning disable 1591\\r\\nnamespace DG.Tweening\\r\\n{\\r\\n /// \\r\\n /// Utility functions that deal with available Modules.\\r\\n /// Modules defines:\\r\\n /// - DOTAUDIO\\r\\n /// - DOTPHYSICS\\r\\n /// - DOTPHYSICS2D\\r\\n /// - DOTSPRITE\\r\\n /// - DOTUI\\r\\n /// Extra defines set and used for implementation of external assets:\\r\\n /// - DOTWEEN_TMP ► TextMesh Pro\\r\\n /// - DOTWEEN_TK2D ► 2D Toolkit\\r\\n /// \\r\\n\\tpublic static class DOTweenModuleUtils\\r\\n {\\r\\n static bool _initialized;\\r\\n\\r\\n #region Reflection\\r\\n\\r\\n /// \\r\\n /// Called via Reflection by DOTweenComponent on Awake\\r\\n /// \\r\\n#if UNITY_2018_1_OR_NEWER\\r\\n [UnityEngine.Scripting.Preserve]\\r\\n#endif\\r\\n public static void Init()\\r\\n {\\r\\n if (_initialized) return;\\r\\n\\r\\n _initialized = true;\\r\\n DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;\\r\\n\\r\\n#if UNITY_EDITOR\\r\\n#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1\\r\\n UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;\\r\\n#else\\r\\n UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;\\r\\n#endif\\r\\n#endif\\r\\n }\\r\\n\\r\\n#if UNITY_2018_1_OR_NEWER\\r\\n#pragma warning disable\\r\\n [UnityEngine.Scripting.Preserve]\\r\\n // Just used to preserve methods when building, never called\\r\\n static void Preserver()\\r\\n {\\r\\n Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();\\r\\n MethodInfo mi = typeof(MonoBehaviour).GetMethod(\\"Stub\\");\\r\\n }\\r\\n#pragma warning restore\\r\\n#endif\\r\\n\\r\\n #endregion\\r\\n\\r\\n#if UNITY_EDITOR\\r\\n // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)\\r\\n#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1\\r\\n static void PlaymodeStateChanged()\\r\\n #else\\r\\n static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)\\r\\n#endif\\r\\n {\\r\\n if (DOTween.instance == null) return;\\r\\n DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);\\r\\n }\\r\\n#endif\\r\\n\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████\\r\\n\\r\\n public static class Physics\\r\\n {\\r\\n // Called via DOTweenExternalCommand callback\\r\\n public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)\\r\\n {\\r\\n#if true // PHYSICS_MARKER\\r\\n if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;\\r\\n else trans.rotation = newRot;\\r\\n#else\\r\\n trans.rotation = newRot;\\r\\n#endif\\r\\n }\\r\\n\\r\\n // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached\\r\\n public static bool HasRigidbody2D(Component target)\\r\\n {\\r\\n#if true // PHYSICS2D_MARKER\\r\\n return target.GetComponent() != null;\\r\\n#else\\r\\n return false;\\r\\n#endif\\r\\n }\\r\\n\\r\\n #region Called via Reflection\\r\\n\\r\\n\\r\\n // Called via Reflection by DOTweenPathInspector\\r\\n // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached\\r\\n#if UNITY_2018_1_OR_NEWER\\r\\n [UnityEngine.Scripting.Preserve]\\r\\n#endif\\r\\n public static bool HasRigidbody(Component target)\\r\\n {\\r\\n#if true // PHYSICS_MARKER\\r\\n return target.GetComponent() != null;\\r\\n#else\\r\\n return false;\\r\\n#endif\\r\\n }\\r\\n\\r\\n // Called via Reflection by DOTweenPath\\r\\n#if UNITY_2018_1_OR_NEWER\\r\\n [UnityEngine.Scripting.Preserve]\\r\\n#endif\\r\\n public static TweenerCore CreateDOTweenPathTween(\\r\\n MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode\\r\\n ){\\r\\n TweenerCore t = null;\\r\\n bool rBodyFoundAndTweened = false;\\r\\n#if true // PHYSICS_MARKER\\r\\n if (tweenRigidbody) {\\r\\n Rigidbody rBody = target.GetComponent();\\r\\n if (rBody != null) {\\r\\n rBodyFoundAndTweened = true;\\r\\n t = isLocal\\r\\n ? rBody.DOLocalPath(path, duration, pathMode)\\r\\n : rBody.DOPath(path, duration, pathMode);\\r\\n }\\r\\n }\\r\\n#endif\\r\\n#if true // PHYSICS2D_MARKER\\r\\n if (!rBodyFoundAndTweened && tweenRigidbody) {\\r\\n Rigidbody2D rBody2D = target.GetComponent();\\r\\n if (rBody2D != null) {\\r\\n rBodyFoundAndTweened = true;\\r\\n t = isLocal\\r\\n ? rBody2D.DOLocalPath(path, duration, pathMode)\\r\\n : rBody2D.DOPath(path, duration, pathMode);\\r\\n }\\r\\n }\\r\\n#endif\\r\\n if (!rBodyFoundAndTweened) {\\r\\n t = isLocal\\r\\n ? target.transform.DOLocalPath(path, duration, pathMode)\\r\\n : target.transform.DOPath(path, duration, pathMode);\\r\\n }\\r\\n return t;\\r\\n }\\r\\n\\r\\n #endregion\\r\\n }\\r\\n }\\r\\n}\\r\\n" } } }, @@ -784,15 +8839,37 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, + "readme.txt": { + "path": "./unity/Lumberjack/Assets/DOTween 4/readme.txt", + "isBinary": false, + "content": [ + "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" + ] + }, "readme.txt.meta": { "path": "./unity/Lumberjack/Assets/DOTween 4/readme.txt.meta", "isBinary": true, "content": null - }, - "readme.txt": { - "path": "./unity/Lumberjack/Assets/DOTween 4/readme.txt", - "isBinary": false, - "content": "DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant\\r\\n\\r\\n// IMPORTANT!!! /////////////////////////////////////////////\\r\\n// Upgrading DOTween from versions older than 1.2.000 ///////\\r\\n// (or DOTween Pro older than 1.0.000) //////////////////////\\r\\n-------------------------------------------------------------\\r\\nIf 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.\\r\\n1) 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\\r\\n2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath\\r\\n3) 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\\r\\n4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)\\r\\n\\r\\n// GET STARTED //////////////////////////////////////////////\\r\\n\\r\\n- 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.\\r\\n- In your code, add \\"using DG.Tweening\\" to each class where you want to use DOTween.\\r\\n- You're ready to tween. Check out the links below for full documentation and license info.\\r\\n\\r\\n\\r\\n// LINKS ///////////////////////////////////////////////////////\\r\\n\\r\\nDOTween website (documentation, examples, etc): http://dotween.demigiant.com\\r\\nDOTween license: http://dotween.demigiant.com/license.php\\r\\nDOTween repository (Google Code): https://code.google.com/p/dotween/\\r\\nDemigiant website (documentation, examples, etc): http://www.demigiant.com\\r\\n\\r\\n// NOTES //////////////////////////////////////////////////////\\r\\n\\r\\n- 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" } } }, @@ -804,45 +8881,250 @@ exports[`preset generator should run successfully 1`] = ` "Frictionless": { "path": "./unity/Lumberjack/Assets/Frictionless", "children": { + "IMultiSceneSingleton.cs": { + "path": "./unity/Lumberjack/Assets/Frictionless/IMultiSceneSingleton.cs", + "isBinary": false, + "content": [ + "using UnityEngine;", + "using System.Collections;", + "namespace Frictionless", + "{", + "public interface IMultiSceneSingleton", + "{", + "IEnumerator HandleNewSceneLoaded();", + "}", + "}" + ] + }, "IMultiSceneSingleton.cs.meta": { "path": "./unity/Lumberjack/Assets/Frictionless/IMultiSceneSingleton.cs.meta", "isBinary": true, "content": null }, - "IMultiSceneSingleton.cs": { - "path": "./unity/Lumberjack/Assets/Frictionless/IMultiSceneSingleton.cs", + "IReinitializingMultiSceneSingleton.cs": { + "path": "./unity/Lumberjack/Assets/Frictionless/IReinitializingMultiSceneSingleton.cs", "isBinary": false, - "content": "using UnityEngine;\\nusing System.Collections;\\n\\nnamespace Frictionless\\n{\\n\\tpublic interface IMultiSceneSingleton\\n\\t{\\n\\t\\tIEnumerator HandleNewSceneLoaded();\\n\\t}\\n}\\n" + "content": [ + "namespace Frictionless", + "{", + "public interface IReinitializingMultiSceneSingleton : IMultiSceneSingleton", + "{", + "void ReinitializeAfterSceneLoad();", + "}", + "}" + ] }, "IReinitializingMultiSceneSingleton.cs.meta": { "path": "./unity/Lumberjack/Assets/Frictionless/IReinitializingMultiSceneSingleton.cs.meta", "isBinary": true, "content": null }, - "IReinitializingMultiSceneSingleton.cs": { - "path": "./unity/Lumberjack/Assets/Frictionless/IReinitializingMultiSceneSingleton.cs", + "MessageRouter.cs": { + "path": "./unity/Lumberjack/Assets/Frictionless/MessageRouter.cs", "isBinary": false, - "content": "namespace Frictionless\\n{\\n public interface IReinitializingMultiSceneSingleton : IMultiSceneSingleton\\n {\\n void ReinitializeAfterSceneLoad();\\n }\\n}" + "content": [ + "using System;", + "using System.Collections.Generic;", + "namespace Frictionless", + "{", + "public static class MessageRouter", + "{", + "private static readonly Dictionary> Handlers = new Dictionary>();", + "private static readonly List PendingRemovals = new List();", + "private static bool _isRaisingMessage;", + "public static void AddHandler(Action handler)", + "{", + "if (!Handlers.TryGetValue(typeof(T), out var delegates))", + "{", + "delegates = new List();", + "Handlers[typeof(T)] = delegates;", + "}", + "if (delegates.Find(x => x.Delegate == (Delegate) handler) == null)", + "delegates.Add(new MessageHandler() { Target = handler.Target, Delegate = handler });", + "}", + "public static void RemoveHandler(Action handler)", + "{", + "if (Handlers.TryGetValue(typeof(T), out var delegates))", + "{", + "MessageHandler existingHandler = delegates.Find(x => x.Delegate == (Delegate) handler);", + "if (existingHandler != null)", + "{", + "if (_isRaisingMessage)", + "PendingRemovals.Add(handler);", + "else", + "delegates.Remove(existingHandler);", + "}", + "}", + "}", + "public static void Reset()", + "{", + "Handlers.Clear();", + "}", + "public static void RaiseMessage(object msg)", + "{", + "try", + "{", + "if (Handlers.TryGetValue(msg.GetType(), out var delegates))", + "{", + "_isRaisingMessage = true;", + "try", + "{", + "foreach (MessageHandler h in delegates)", + "{", + "#if NETFX_CORE", + "h.Delegate.DynamicInvoke(msg);", + "#else", + "h.Delegate.Method.Invoke(h.Target, new object[] { msg });", + "#endif", + "}", + "}", + "finally", + "{", + "_isRaisingMessage = false;", + "}", + "foreach (Delegate d in PendingRemovals)", + "{", + "MessageHandler existingHandler = delegates.Find(x => x.Delegate == d);", + "if (existingHandler != null)", + "delegates.Remove(existingHandler);", + "}", + "PendingRemovals.Clear();", + "}", + "}", + "catch(Exception ex)", + "{", + "UnityEngine.Debug.LogError(\\"Exception while raising message \\" + msg + \\": \\" + ex);", + "}", + "}", + "public class MessageHandler", + "{", + "public object Target { get; set; }", + "public Delegate Delegate { get; set; }", + "}", + "}", + "}" + ] }, "MessageRouter.cs.meta": { "path": "./unity/Lumberjack/Assets/Frictionless/MessageRouter.cs.meta", "isBinary": true, "content": null }, - "MessageRouter.cs": { - "path": "./unity/Lumberjack/Assets/Frictionless/MessageRouter.cs", + "ServiceFactory.cs": { + "path": "./unity/Lumberjack/Assets/Frictionless/ServiceFactory.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections.Generic;\\n\\nnamespace Frictionless\\n{\\n\\tpublic static class MessageRouter\\n\\t{\\n\\t\\tprivate static readonly Dictionary> Handlers = new Dictionary>();\\n\\t\\tprivate static readonly List PendingRemovals = new List();\\n\\t\\tprivate static bool _isRaisingMessage;\\n\\n\\t\\tpublic static void AddHandler(Action handler)\\n\\t\\t{\\n\\t\\t\\tif (!Handlers.TryGetValue(typeof(T), out var delegates))\\n\\t\\t\\t{\\n\\t\\t\\t\\tdelegates = new List();\\n\\t\\t\\t\\tHandlers[typeof(T)] = delegates;\\n\\t\\t\\t}\\n\\t\\t\\tif (delegates.Find(x => x.Delegate == (Delegate) handler) == null)\\n\\t\\t\\t\\tdelegates.Add(new MessageHandler() { Target = handler.Target, Delegate = handler });\\n\\t\\t}\\n\\n\\t\\tpublic static void RemoveHandler(Action handler)\\n\\t\\t{\\n\\t\\t\\tif (Handlers.TryGetValue(typeof(T), out var delegates))\\n\\t\\t\\t{\\n\\t\\t\\t\\tMessageHandler existingHandler = delegates.Find(x => x.Delegate == (Delegate) handler);\\n\\t\\t\\t\\tif (existingHandler != null)\\n\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\tif (_isRaisingMessage)\\n\\t\\t\\t\\t\\t\\tPendingRemovals.Add(handler);\\n\\t\\t\\t\\t\\telse\\n\\t\\t\\t\\t\\t\\tdelegates.Remove(existingHandler);\\n\\t\\t\\t\\t}\\n\\t\\t\\t}\\n\\t\\t}\\n\\n\\t\\tpublic static void Reset()\\n\\t\\t{\\n\\t\\t\\tHandlers.Clear();\\n\\t\\t}\\n\\n\\t\\tpublic static void RaiseMessage(object msg)\\n\\t\\t{\\n\\t\\t\\ttry\\n\\t\\t\\t{\\n\\t\\t\\t\\tif (Handlers.TryGetValue(msg.GetType(), out var delegates))\\n\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\t_isRaisingMessage = true;\\n\\t\\t\\t\\t\\ttry\\n\\t\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\t\\tforeach (MessageHandler h in delegates)\\n\\t\\t\\t\\t\\t\\t{\\n\\t#if NETFX_CORE\\n\\t\\t\\t\\t\\t\\t\\th.Delegate.DynamicInvoke(msg);\\n\\t#else\\n\\t\\t\\t\\t\\t\\t\\th.Delegate.Method.Invoke(h.Target, new object[] { msg });\\n\\t#endif\\n\\t\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\tfinally\\n\\t\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\t\\t_isRaisingMessage = false;\\n\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\tforeach (Delegate d in PendingRemovals)\\n\\t\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\t\\tMessageHandler existingHandler = delegates.Find(x => x.Delegate == d);\\n\\t\\t\\t\\t\\t\\tif (existingHandler != null)\\n\\t\\t\\t\\t\\t\\t\\tdelegates.Remove(existingHandler);\\n\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\tPendingRemovals.Clear();\\n\\t\\t\\t\\t}\\n\\t\\t\\t}\\n\\t\\t\\tcatch(Exception ex)\\n\\t\\t\\t{\\n\\t\\t\\t\\tUnityEngine.Debug.LogError(\\"Exception while raising message \\" + msg + \\": \\" + ex);\\n\\t\\t\\t}\\n\\t\\t}\\n\\n\\t\\tpublic class MessageHandler\\n\\t\\t{\\n\\t\\t\\tpublic object Target { get; set; }\\n\\t\\t\\tpublic Delegate Delegate { get; set; }\\n\\t\\t}\\n\\t}\\n}" + "content": [ + "using System;", + "using System.Collections;", + "using System.Collections.Generic;", + "using UnityEngine;", + "/// ", + "/// A simple, *single-threaded*, service locator appropriate for use with Unity.", + "/// ", + "namespace Frictionless", + "{", + "public static class ServiceFactory", + "{", + "private static readonly Dictionary singletons = new Dictionary();", + "private static readonly Dictionary transients = new Dictionary();", + "private static readonly Dictionary singletonInstances = new Dictionary();", + "public static bool IsEmpty", + "{", + "get { return singletons.Count == 0 && transients.Count == 0; }", + "}", + "public static void Reset()", + "{", + "List survivorRegisteredTypes = new List();", + "List survivors = new List();", + "foreach(KeyValuePair pair in singletonInstances)", + "{", + "if (pair.Value is IMultiSceneSingleton)", + "{", + "survivors.Add(pair.Value);", + "survivorRegisteredTypes.Add(pair.Key);", + "}", + "}", + "singletons.Clear();", + "transients.Clear();", + "singletonInstances.Clear();", + "for (int i = 0; i < survivors.Count; i++)", + "{", + "singletonInstances[survivorRegisteredTypes[i]] = survivors[i];", + "singletons[survivorRegisteredTypes[i]] = survivors[i].GetType();", + "}", + "}", + "public static void RegisterSingleton()", + "{", + "singletons[typeof(TConcrete)] = typeof(TConcrete);", + "}", + "public static void RegisterSingleton()", + "{", + "singletons[typeof(TAbstract)] = typeof(TConcrete);", + "}", + "public static void RegisterSingleton(TConcrete instance)", + "{", + "singletons[typeof(TConcrete)] = typeof(TConcrete);", + "singletonInstances[typeof(TConcrete)] = instance;", + "}", + "public static void RegisterTransient()", + "{", + "transients[typeof(TAbstract)] = typeof(TConcrete);", + "}", + "public static T Resolve() where T : class", + "{", + "return Resolve(false);", + "}", + "public static T Resolve(bool onlyExisting) where T : class", + "{", + "T result = default(T);", + "Type concreteType = null;", + "if (singletons.TryGetValue(typeof(T), out concreteType))", + "{", + "object r = null;", + "if (!singletonInstances.TryGetValue(typeof(T), out r) && !onlyExisting)", + "{", + "#if NETFX_CORE", + "if (concreteType.GetTypeInfo().IsSubclassOf(typeof(MonoBehaviour)))", + "#else", + "if (concreteType.IsSubclassOf(typeof(MonoBehaviour)))", + "#endif", + "{", + "GameObject singletonGameObject = new GameObject();", + "r = singletonGameObject.AddComponent(concreteType);", + "singletonGameObject.name = $\\"{typeof(T)} (singleton)\\";", + "}", + "else", + "r = Activator.CreateInstance(concreteType);", + "singletonInstances[typeof(T)] = r;", + "}", + "result = (T)r;", + "}", + "else if (transients.TryGetValue(typeof(T), out concreteType))", + "{", + "object r = Activator.CreateInstance(concreteType);", + "result = (T)r;", + "}", + "return result;", + "}", + "public static IEnumerator HandleSceneLoad(AsyncOperation sceneLoadOperation)", + "{", + "yield return sceneLoadOperation;", + "foreach(KeyValuePair pair in singletonInstances)", + "{", + "if (pair.Value is IReinitializingMultiSceneSingleton reinitializingMultiSceneSingleton)", + "{", + "reinitializingMultiSceneSingleton.ReinitializeAfterSceneLoad();", + "}", + "}", + "}", + "}", + "}" + ] }, "ServiceFactory.cs.meta": { "path": "./unity/Lumberjack/Assets/Frictionless/ServiceFactory.cs.meta", "isBinary": true, "content": null - }, - "ServiceFactory.cs": { - "path": "./unity/Lumberjack/Assets/Frictionless/ServiceFactory.cs", - "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing System.Collections.Generic;\\nusing UnityEngine;\\n\\n/// \\n/// A simple, *single-threaded*, service locator appropriate for use with Unity.\\n/// \\n\\nnamespace Frictionless\\n{\\n\\tpublic static class ServiceFactory\\n\\t{\\n\\t\\tprivate static readonly Dictionary singletons = new Dictionary();\\n\\t\\tprivate static readonly Dictionary transients = new Dictionary();\\n\\t\\tprivate static readonly Dictionary singletonInstances = new Dictionary();\\n\\n\\t\\tpublic static bool IsEmpty\\n\\t\\t{\\n\\t\\t\\tget { return singletons.Count == 0 && transients.Count == 0; }\\n\\t\\t}\\n\\n\\t\\tpublic static void Reset()\\n\\t\\t{\\n\\t\\t\\tList survivorRegisteredTypes = new List();\\n\\t\\t\\tList survivors = new List();\\n\\t\\t\\tforeach(KeyValuePair pair in singletonInstances)\\n\\t\\t\\t{\\n\\t\\t\\t\\tif (pair.Value is IMultiSceneSingleton)\\n\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\tsurvivors.Add(pair.Value);\\n\\t\\t\\t\\t\\tsurvivorRegisteredTypes.Add(pair.Key);\\n\\t\\t\\t\\t}\\n\\t\\t\\t}\\n\\t\\t\\tsingletons.Clear();\\n\\t\\t\\ttransients.Clear();\\n\\t\\t\\tsingletonInstances.Clear();\\n\\n\\t\\t\\tfor (int i = 0; i < survivors.Count; i++)\\n\\t\\t\\t{\\n\\t\\t\\t\\tsingletonInstances[survivorRegisteredTypes[i]] = survivors[i];\\n\\t\\t\\t\\tsingletons[survivorRegisteredTypes[i]] = survivors[i].GetType();\\n\\t\\t\\t}\\n\\t\\t}\\n\\n\\t\\tpublic static void RegisterSingleton()\\n\\t\\t{\\n\\t\\t\\tsingletons[typeof(TConcrete)] = typeof(TConcrete);\\n\\t\\t}\\n\\n\\t\\tpublic static void RegisterSingleton()\\n\\t\\t{\\n\\t\\t\\tsingletons[typeof(TAbstract)] = typeof(TConcrete);\\n\\t\\t}\\n\\t\\t\\n\\t\\tpublic static void RegisterSingleton(TConcrete instance)\\n\\t\\t{\\n\\t\\t\\tsingletons[typeof(TConcrete)] = typeof(TConcrete);\\n\\t\\t\\tsingletonInstances[typeof(TConcrete)] = instance;\\n\\t\\t}\\n\\n\\t\\tpublic static void RegisterTransient()\\n\\t\\t{\\n\\t\\t\\ttransients[typeof(TAbstract)] = typeof(TConcrete);\\n\\t\\t}\\n\\n\\t\\tpublic static T Resolve() where T : class\\n\\t\\t{\\n\\t\\t\\treturn Resolve(false);\\n\\t\\t}\\n\\n\\t\\tpublic static T Resolve(bool onlyExisting) where T : class\\n\\t\\t{\\n\\t\\t\\tT result = default(T);\\n\\t\\t\\tType concreteType = null;\\n\\t\\t\\tif (singletons.TryGetValue(typeof(T), out concreteType))\\n\\t\\t\\t{\\n\\t\\t\\t\\tobject r = null;\\n\\t\\t\\t\\tif (!singletonInstances.TryGetValue(typeof(T), out r) && !onlyExisting)\\n\\t\\t\\t\\t{\\n\\t#if NETFX_CORE\\n\\t\\t\\t\\t\\tif (concreteType.GetTypeInfo().IsSubclassOf(typeof(MonoBehaviour)))\\n\\t#else\\n\\t\\t\\t\\t\\tif (concreteType.IsSubclassOf(typeof(MonoBehaviour)))\\n\\t#endif\\n\\t\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\t\\tGameObject singletonGameObject = new GameObject();\\n\\t\\t\\t\\t\\t\\tr = singletonGameObject.AddComponent(concreteType);\\n\\t\\t\\t\\t\\t\\tsingletonGameObject.name = $\\"{typeof(T)} (singleton)\\";\\n\\t\\t\\t\\t\\t}\\n\\t\\t\\t\\t\\telse\\n\\t\\t\\t\\t\\t\\tr = Activator.CreateInstance(concreteType);\\n\\t\\t\\t\\t\\tsingletonInstances[typeof(T)] = r;\\n\\t\\t\\t\\t}\\n\\t\\t\\t\\tresult = (T)r;\\n\\t\\t\\t}\\n\\t\\t\\telse if (transients.TryGetValue(typeof(T), out concreteType))\\n\\t\\t\\t{\\n\\t\\t\\t\\tobject r = Activator.CreateInstance(concreteType);\\n\\t\\t\\t\\tresult = (T)r;\\n\\t\\t\\t}\\n\\t\\t\\treturn result;\\n\\t\\t}\\n\\n\\t\\tpublic static IEnumerator HandleSceneLoad(AsyncOperation sceneLoadOperation)\\n\\t\\t{\\n\\t\\t\\tyield return sceneLoadOperation;\\n\\t\\t\\tforeach(KeyValuePair pair in singletonInstances)\\n\\t\\t\\t{\\n\\t\\t\\t\\tif (pair.Value is IReinitializingMultiSceneSingleton reinitializingMultiSceneSingleton)\\n\\t\\t\\t\\t{\\n\\t\\t\\t\\t\\treinitializingMultiSceneSingleton.ReinitializeAfterSceneLoad();\\n\\t\\t\\t\\t}\\n\\t\\t\\t}\\n\\t\\t}\\n\\t}\\n}" } } }, @@ -854,21 +9136,16 @@ exports[`preset generator should run successfully 1`] = ` "Game": { "path": "./unity/Lumberjack/Assets/Game", "children": { - ".DS_Store": { - "path": "./unity/Lumberjack/Assets/Game/.DS_Store", - "isBinary": false, - "content": "\\u0000\\u0000\\u0000\\u0001Bud1\\u0000\\u0000 \\u0000\\u0000\\u0000\\b\\u0000\\u0000\\u0000 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Axis", + "{", + "x,", + "y,", + "z", + "}", + "public float speed = 0.1f;", + "public Axis RotationAxis = Axis.x;", + "void Update()", + "{", + "var rotationAxis = Vector3.zero;", + "switch (RotationAxis)", + "{", + "case Axis.x:", + "rotationAxis = Vector3.forward;", + "break;", + "case Axis.y:", + "rotationAxis = Vector3.up;", + "break;", + "case Axis.z:", + "rotationAxis = Vector3.right;", + "break;", + "}", + "transform.Rotate(rotationAxis * Time.deltaTime, speed);", + "}", + "}", + "}" + ] + }, "SimpleRotate.cs.meta": { "path": "./unity/Lumberjack/Assets/Game/Scripts/SimpleRotate.cs.meta", "isBinary": true, "content": null }, - "SimpleRotate.cs": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/SimpleRotate.cs", - "isBinary": false, - "content": "using UnityEngine;\\n\\nnamespace Game.Scripts\\n{\\n public class SimpleRotate : MonoBehaviour\\n {\\n public enum Axis\\n {\\n x,\\n y,\\n z\\n }\\n\\n public float speed = 0.1f;\\n public Axis RotationAxis = Axis.x;\\n\\n void Update()\\n {\\n var rotationAxis = Vector3.zero;\\n switch (RotationAxis)\\n {\\n case Axis.x:\\n rotationAxis = Vector3.forward;\\n break;\\n case Axis.y:\\n rotationAxis = Vector3.up;\\n break;\\n case Axis.z:\\n rotationAxis = Vector3.right;\\n break;\\n }\\n\\n transform.Rotate(rotationAxis * Time.deltaTime, speed);\\n }\\n }\\n}" - }, "Solana": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana", "children": { + "AnchorService.cs": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/AnchorService.cs", + "isBinary": false, + "content": [ + "using System;", + "using System.Collections.Generic;", + "using System.Diagnostics;", + "using System.Text;", + "using System.Threading.Tasks;", + "using Cysharp.Threading.Tasks;", + "using Frictionless;", + "using Game.Scripts.Ui;", + "using Lumberjack;", + "using Lumberjack.Accounts;", + "using Lumberjack.Program;", + "using Solana.Unity.Programs;", + "using Solana.Unity.Programs.Models;", + "using Solana.Unity.Rpc.Core.Http;", + "using Solana.Unity.Rpc.Messages;", + "using Solana.Unity.Rpc.Models;", + "using Solana.Unity.Rpc.Types;", + "using Solana.Unity.SDK;", + "using Solana.Unity.SessionKeys.GplSession.Accounts;", + "using Solana.Unity.Wallet;", + "using Services;", + "using UnityEngine;", + "using Debug = UnityEngine.Debug;", + "public class AnchorService : MonoBehaviour", + "{", + "public PublicKey AnchorProgramIdPubKey = new(\\"MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt\\");", + "// Needs to be the same constants as in the anchor program", + "public const int TIME_TO_REFILL_ENERGY = 60;", + "public const int MAX_ENERGY = 100;", + "public const int MAX_WOOD_PER_TREE = 100000;", + "public static AnchorService Instance { get; private set; }", + "public static Action OnPlayerDataChanged;", + "public static Action OnGameDataChanged;", + "public static Action OnInitialDataLoaded;", + "public bool IsAnyBlockingTransactionInProgress => blockingTransactionsInProgress > 0;", + "public bool IsAnyNonBlockingTransactionInProgress => nonBlockingTransactionsInProgress > 0;", + "public PlayerData CurrentPlayerData { get; private set; }", + "public GameData CurrentGameData { get; private set; }", + "public int BlockingTransactionsInProgress => blockingTransactionsInProgress;", + "public int NonBlockingTransactionsInProgress => nonBlockingTransactionsInProgress;", + "public long LastTransactionTimeInMs => lastTransactionTimeInMs;", + "public string LastError { get; set; }", + "private SessionWallet sessionWallet;", + "private PublicKey PlayerDataPDA;", + "private PublicKey GameDataPDA;", + "private bool _isInitialized;", + "private LumberjackClient anchorClient;", + "private int blockingTransactionsInProgress;", + "private int nonBlockingTransactionsInProgress;", + "private long? sessionValidUntil;", + "private string sessionKeyPassword = \\"inGame\\"; // Would be better to generate and save in playerprefs", + "private string levelSeed = \\"level_2\\";", + "private ushort transactionCounter = 0;", + "// Only used to show transaction speed. Feel free to remove", + "private Dictionary stopWatches = new ();", + "private long lastTransactionTimeInMs;", + "private void Awake()", + "{", + "if (Instance != null && Instance != this)", + "{", + "Destroy(this);", + "}", + "else", + "{", + "Instance = this;", + "}", + "Web3.OnLogin += OnLogin;", + "}", + "private void OnDestroy()", + "{", + "Web3.OnLogin -= OnLogin;", + "}", + "private async void OnLogin(Account account)", + "{", + "Debug.Log(\\"Logged in with pubkey: \\" + account.PublicKey);", + "await RequestAirdropIfSolValueIsLow();", + "sessionWallet = await SessionWallet.GetSessionWallet(AnchorProgramIdPubKey, sessionKeyPassword);", + "await UpdateSessionValid();", + "FindPDAs(account);", + "anchorClient = new LumberjackClient(Web3.Rpc, Web3.WsRpc, AnchorProgramIdPubKey);", + "await SubscribeToPlayerDataUpdates();", + "await SubscribeToGameDataUpdates();", + "OnInitialDataLoaded?.Invoke();", + "}", + "private void FindPDAs(Account account)", + "{", + "PublicKey.TryFindProgramAddress(new[]", + "{Encoding.UTF8.GetBytes(\\"player\\"), account.PublicKey.KeyBytes},", + "AnchorProgramIdPubKey, out PlayerDataPDA, out byte bump);", + "PublicKey.TryFindProgramAddress(new[]", + "{Encoding.UTF8.GetBytes(levelSeed)},", + "AnchorProgramIdPubKey, out GameDataPDA, out byte bump2);", + "}", + "private static async Task RequestAirdropIfSolValueIsLow()", + "{", + "var solBalance = await Web3.Instance.WalletBase.GetBalance();", + "if (solBalance < 0.8f)", + "{", + "Debug.Log(\\"Not enough sol. Requesting airdrop\\");", + "var result = await Web3.Instance.WalletBase.RequestAirdrop(commitment: Commitment.Confirmed);", + "if (!result.WasSuccessful)", + "{", + "Debug.Log(\\"Airdrop failed. You can go to faucet.solana.com and request sol for this key: \\" + Web3.Instance.WalletBase.Account.PublicKey);", + "}", + "}", + "}", + "public bool IsInitialized()", + "{", + "return _isInitialized;", + "}", + "private long GetSessionKeysEndTime()", + "{", + "return DateTimeOffset.UtcNow.AddDays(6).ToUnixTimeSeconds();", + "}", + "private async Task SubscribeToPlayerDataUpdates()", + "{", + "AccountResultWrapper playerData = null;", + "try", + "{", + "playerData = await anchorClient.GetPlayerDataAsync(PlayerDataPDA, Commitment.Confirmed);", + "if (playerData.ParsedResult != null)", + "{", + "CurrentPlayerData = playerData.ParsedResult;", + "OnPlayerDataChanged?.Invoke(playerData.ParsedResult);", + "_isInitialized = true;", + "}", + "}", + "catch (Exception e)", + "{", + "Debug.Log(\\"Probably playerData not available \\" + e.Message);", + "}", + "if (playerData != null)", + "{", + "await anchorClient.SubscribePlayerDataAsync(PlayerDataPDA, (state, value, playerData) =>", + "{", + "OnReceivedPlayerDataUpdate(playerData);", + "}, Commitment.Processed);", + "}", + "}", + "private void OnReceivedPlayerDataUpdate(PlayerData playerData)", + "{", + "Debug.Log($\\"Socket Message: Player has {playerData.Wood} wood now.\\");", + "stopWatches[playerData.LastId].Stop();", + "lastTransactionTimeInMs = stopWatches[playerData.LastId].ElapsedMilliseconds;", + "CurrentPlayerData = playerData;", + "OnPlayerDataChanged?.Invoke(playerData);", + "}", + "private async Task SubscribeToGameDataUpdates()", + "{", + "AccountResultWrapper gameData = null;", + "try", + "{", + "gameData = await anchorClient.GetGameDataAsync(GameDataPDA, Commitment.Confirmed);", + "if (gameData.ParsedResult != null)", + "{", + "CurrentGameData = gameData.ParsedResult;", + "OnGameDataChanged?.Invoke(gameData.ParsedResult);", + "}", + "}", + "catch (Exception e)", + "{", + "Debug.Log(\\"Probably game data not available \\" + e.Message);", + "}", + "if (gameData != null)", + "{", + "await anchorClient.SubscribeGameDataAsync(GameDataPDA, (state, value, gameData) =>", + "{", + "OnRecievedGameDataUpdate(gameData);", + "}, Commitment.Processed);", + "}", + "}", + "private void OnRecievedGameDataUpdate(GameData gameData)", + "{", + "Debug.Log($\\"Socket Message: Total log chopped {gameData.TotalWoodCollected}.\\");", + "CurrentGameData = gameData;", + "OnGameDataChanged?.Invoke(gameData);", + "}", + "public async Task InitAccounts(bool useSession)", + "{", + "var tx = new Transaction()", + "{", + "FeePayer = Web3.Account,", + "Instructions = new List(),", + "RecentBlockHash = await Web3.BlockHash()", + "};", + "InitPlayerAccounts accounts = new InitPlayerAccounts();", + "accounts.Player = PlayerDataPDA;", + "accounts.GameData = GameDataPDA;", + "accounts.Signer = Web3.Account;", + "accounts.SystemProgram = SystemProgram.ProgramIdKey;", + "var initTx = LumberjackProgram.InitPlayer(accounts, levelSeed, AnchorProgramIdPubKey);", + "tx.Add(initTx);", + "if (true)", + "{", + "if (!(await IsSessionTokenInitialized()))", + "{", + "var topUp = true;", + "var validity = GetSessionKeysEndTime();", + "var createSessionIX = sessionWallet.CreateSessionIX(topUp, validity);", + "accounts.Signer = Web3.Account.PublicKey;", + "tx.Add(createSessionIX);", + "Debug.Log(\\"Has no session -> partial sign\\");", + "tx.PartialSign(new[] {Web3.Account, sessionWallet.Account});", + "}", + "}", + "bool success = await SendAndConfirmTransaction(Web3.Wallet, tx, \\"initialize\\",", + "() => { Debug.Log(\\"Init account was successful\\"); }, s => { Debug.LogError(\\"Init was not successful\\"); });", + "await UpdateSessionValid();", + "await SubscribeToPlayerDataUpdates();", + "await SubscribeToGameDataUpdates();", + "}", + "private async Task SendAndConfirmTransaction(WalletBase wallet, Transaction transaction, string label = \\"\\",", + "Action onSucccess = null, Action onError = null, bool isBlocking = true)", + "{", + "(isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)++;", + "LastError = String.Empty;", + "Debug.Log(\\"Sending and confirming transaction: \\" + label);", + "RequestResult res;", + "try", + "{", + "res = await wallet.SignAndSendTransaction(transaction, commitment: Commitment.Confirmed);", + "}", + "catch (Exception e)", + "{", + "Debug.Log(\\"Transaction exception \\" + e);", + "blockingTransactionsInProgress--;", + "(isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;", + "LastError = e.Message;", + "onError?.Invoke(e.ToString());", + "return false;", + "}", + "if (res.WasSuccessful && res.Result != null)", + "{", + "Debug.Log($\\"Transaction sent: {res.RawRpcResponse } signature: {res.Result}\\" );", + "await Web3.Rpc.ConfirmTransaction(res.Result, Commitment.Confirmed);", + "}", + "else", + "{", + "Debug.LogError(\\"Transaction failed: \\" + res.RawRpcResponse);", + "if (res.RawRpcResponse.Contains(\\"InsufficientFundsForRent\\"))", + "{", + "Debug.Log(\\"Trigger session top up (Not implemented)\\");", + "// TODO: this can probably happen when the session key runs out of funds.", + "//TriggerTopUpTransaction();", + "}", + "LastError = res.RawRpcResponse;", + "(isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;", + "onError?.Invoke(res.RawRpcResponse);", + "return false;", + "}", + "Debug.Log($\\"Send transaction {label} with response: {res.RawRpcResponse}\\");", + "(isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;", + "onSucccess?.Invoke();", + "return true;", + "}", + "public async Task RevokeSession()", + "{", + "await sessionWallet.CloseSession();", + "Debug.Log(\\"Session closed\\");", + "}", + "public async void ChopTree(bool useSession, Action onSuccess)", + "{", + "if (!Instance.IsSessionValid())", + "{", + "await Instance.UpdateSessionValid();", + "ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.SessionPopup, new SessionPopupUiData());", + "return;", + "}", + "// only for time tracking feel free to remove", + "var stopWatch = new Stopwatch();", + "stopWatch.Start();", + "stopWatches[++transactionCounter] = stopWatch;", + "var transaction = new Transaction()", + "{", + "FeePayer = Web3.Account,", + "Instructions = new List(),", + "RecentBlockHash = await Web3.BlockHash(maxSeconds: 15)", + "};", + "ChopTreeAccounts chopTreeAccounts = new ChopTreeAccounts", + "{", + "Player = PlayerDataPDA,", + "GameData = GameDataPDA,", + "SystemProgram = SystemProgram.ProgramIdKey", + "};", + "if (useSession)", + "{", + "transaction.FeePayer = sessionWallet.Account.PublicKey;", + "chopTreeAccounts.Signer = sessionWallet.Account.PublicKey;", + "chopTreeAccounts.SessionToken = sessionWallet.SessionTokenPDA;", + "var chopInstruction = LumberjackProgram.ChopTree(chopTreeAccounts, levelSeed, transactionCounter, AnchorProgramIdPubKey);", + "transaction.Add(chopInstruction);", + "Debug.Log(\\"Sign and send chop tree with session\\");", + "await SendAndConfirmTransaction(sessionWallet, transaction, \\"Chop Tree with session.\\", isBlocking: false, onSucccess: onSuccess);", + "}", + "else", + "{", + "transaction.FeePayer = Web3.Account.PublicKey;", + "chopTreeAccounts.Signer = Web3.Account.PublicKey;", + "var chopInstruction = LumberjackProgram.ChopTree(chopTreeAccounts, levelSeed, transactionCounter, AnchorProgramIdPubKey);", + "transaction.Add(chopInstruction);", + "Debug.Log(\\"Sign and send init without session\\");", + "await SendAndConfirmTransaction(Web3.Wallet, transaction, \\"Chop Tree without session.\\", onSucccess: onSuccess);", + "}", + "if (CurrentGameData == null)", + "{", + "await SubscribeToGameDataUpdates();", + "}", + "}", + "public async Task IsSessionTokenInitialized()", + "{", + "var sessionTokenData = await Web3.Rpc.GetAccountInfoAsync(sessionWallet.SessionTokenPDA, Commitment.Confirmed);", + "if (sessionTokenData.Result != null && sessionTokenData.Result.Value != null)", + "{", + "return true;", + "}", + "return false;", + "}", + "public async Task UpdateSessionValid()", + "{", + "SessionToken sessionToken = await RequestSessionToken();", + "if (sessionToken == null) return false;", + "Debug.Log(\\"Session token valid until: \\" + (new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil) +", + "\\" Now: \\" + DateTimeOffset.UtcNow);", + "sessionValidUntil = sessionToken.ValidUntil;", + "return IsSessionValid();", + "}", + "public async Task RequestSessionToken()", + "{", + "ResponseValue sessionTokenData =", + "(await Web3.Rpc.GetAccountInfoAsync(sessionWallet.SessionTokenPDA, Commitment.Confirmed)).Result;", + "if (sessionTokenData == null) return null;", + "if (sessionTokenData.Value == null || sessionTokenData.Value.Data[0] == null)", + "{", + "return null;", + "}", + "var sessionToken = SessionToken.Deserialize(Convert.FromBase64String(sessionTokenData.Value.Data[0]));", + "return sessionToken;", + "}", + "private bool IsSessionValid()", + "{", + "return sessionValidUntil != null && sessionValidUntil > DateTimeOffset.UtcNow.ToUnixTimeSeconds();", + "}", + "private async Task RefreshSessionWallet()", + "{", + "sessionWallet = await SessionWallet.GetSessionWallet(AnchorProgramIdPubKey, sessionKeyPassword,", + "Web3.Wallet);", + "}", + "public async Task CreateNewSession()", + "{", + "var sessionToken = await Instance.RequestSessionToken();", + "if (sessionToken != null)", + "{", + "await sessionWallet.CloseSession();", + "}", + "var transaction = new Transaction()", + "{", + "FeePayer = Web3.Account,", + "Instructions = new List(),", + "RecentBlockHash = await Web3.BlockHash(Commitment.Confirmed, false)", + "};", + "SessionWallet.Instance = null;", + "await RefreshSessionWallet();", + "var sessionIx = sessionWallet.CreateSessionIX(true, GetSessionKeysEndTime());", + "transaction.Add(sessionIx);", + "transaction.PartialSign(new[] {Web3.Account, sessionWallet.Account});", + "var res = await Web3.Wallet.SignAndSendTransaction(transaction, commitment: Commitment.Confirmed);", + "Debug.Log(\\"Create session wallet: \\" + res.RawRpcResponse);", + "await Web3.Wallet.ActiveRpcClient.ConfirmTransaction(res.Result, Commitment.Confirmed);", + "var sessionValid = await UpdateSessionValid();", + "Debug.Log(\\"After create session, the session is valid: \\" + sessionValid);", + "}", + "}" + ] + }, "AnchorService.cs.meta": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/AnchorService.cs.meta", "isBinary": true, "content": null }, - "AnchorService.cs": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/AnchorService.cs", + "Lumberjack.cs": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/Lumberjack.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections.Generic;\\nusing System.Diagnostics;\\nusing System.Text;\\nusing System.Threading.Tasks;\\nusing Cysharp.Threading.Tasks;\\nusing Frictionless;\\nusing Game.Scripts.Ui;\\nusing Lumberjack;\\nusing Lumberjack.Accounts;\\nusing Lumberjack.Program;\\nusing Solana.Unity.Programs;\\nusing Solana.Unity.Programs.Models;\\nusing Solana.Unity.Rpc.Core.Http;\\nusing Solana.Unity.Rpc.Messages;\\nusing Solana.Unity.Rpc.Models;\\nusing Solana.Unity.Rpc.Types;\\nusing Solana.Unity.SDK;\\nusing Solana.Unity.SessionKeys.GplSession.Accounts;\\nusing Solana.Unity.Wallet;\\nusing Services;\\nusing UnityEngine;\\nusing Debug = UnityEngine.Debug;\\n\\npublic class AnchorService : MonoBehaviour\\n{\\n public PublicKey AnchorProgramIdPubKey = new(\\"MkabCfyUD6rBTaYHpgKBBpBo5qzWA2pK2hrGGKMurJt\\");\\n\\n // Needs to be the same constants as in the anchor program\\n public const int TIME_TO_REFILL_ENERGY = 60;\\n public const int MAX_ENERGY = 100;\\n public const int MAX_WOOD_PER_TREE = 100000;\\n\\n public static AnchorService Instance { get; private set; }\\n public static Action OnPlayerDataChanged;\\n public static Action OnGameDataChanged;\\n public static Action OnInitialDataLoaded;\\n\\n public bool IsAnyBlockingTransactionInProgress => blockingTransactionsInProgress > 0;\\n public bool IsAnyNonBlockingTransactionInProgress => nonBlockingTransactionsInProgress > 0;\\n public PlayerData CurrentPlayerData { get; private set; }\\n public GameData CurrentGameData { get; private set; }\\n\\n public int BlockingTransactionsInProgress => blockingTransactionsInProgress;\\n public int NonBlockingTransactionsInProgress => nonBlockingTransactionsInProgress;\\n public long LastTransactionTimeInMs => lastTransactionTimeInMs;\\n public string LastError { get; set; }\\n\\n private SessionWallet sessionWallet;\\n private PublicKey PlayerDataPDA;\\n private PublicKey GameDataPDA;\\n private bool _isInitialized;\\n private LumberjackClient anchorClient;\\n private int blockingTransactionsInProgress;\\n private int nonBlockingTransactionsInProgress;\\n private long? sessionValidUntil;\\n private string sessionKeyPassword = \\"inGame\\"; // Would be better to generate and save in playerprefs\\n private string levelSeed = \\"level_2\\";\\n private ushort transactionCounter = 0;\\n \\n // Only used to show transaction speed. Feel free to remove\\n private Dictionary stopWatches = new ();\\n private long lastTransactionTimeInMs;\\n \\n private void Awake()\\n {\\n if (Instance != null && Instance != this)\\n {\\n Destroy(this);\\n }\\n else\\n {\\n Instance = this;\\n }\\n\\n Web3.OnLogin += OnLogin;\\n }\\n\\n private void OnDestroy()\\n {\\n Web3.OnLogin -= OnLogin;\\n }\\n\\n private async void OnLogin(Account account)\\n {\\n Debug.Log(\\"Logged in with pubkey: \\" + account.PublicKey);\\n \\n await RequestAirdropIfSolValueIsLow();\\n \\n sessionWallet = await SessionWallet.GetSessionWallet(AnchorProgramIdPubKey, sessionKeyPassword);\\n await UpdateSessionValid();\\n\\n FindPDAs(account);\\n\\n anchorClient = new LumberjackClient(Web3.Rpc, Web3.WsRpc, AnchorProgramIdPubKey);\\n\\n await SubscribeToPlayerDataUpdates();\\n await SubscribeToGameDataUpdates();\\n\\n OnInitialDataLoaded?.Invoke();\\n }\\n\\n private void FindPDAs(Account account)\\n {\\n PublicKey.TryFindProgramAddress(new[]\\n {Encoding.UTF8.GetBytes(\\"player\\"), account.PublicKey.KeyBytes},\\n AnchorProgramIdPubKey, out PlayerDataPDA, out byte bump);\\n\\n PublicKey.TryFindProgramAddress(new[]\\n {Encoding.UTF8.GetBytes(levelSeed)},\\n AnchorProgramIdPubKey, out GameDataPDA, out byte bump2);\\n }\\n\\n private static async Task RequestAirdropIfSolValueIsLow()\\n {\\n var solBalance = await Web3.Instance.WalletBase.GetBalance();\\n if (solBalance < 0.8f)\\n {\\n Debug.Log(\\"Not enough sol. Requesting airdrop\\");\\n var result = await Web3.Instance.WalletBase.RequestAirdrop(commitment: Commitment.Confirmed);\\n if (!result.WasSuccessful)\\n {\\n Debug.Log(\\"Airdrop failed. You can go to faucet.solana.com and request sol for this key: \\" + Web3.Instance.WalletBase.Account.PublicKey);\\n }\\n }\\n }\\n\\n public bool IsInitialized()\\n {\\n return _isInitialized;\\n }\\n\\n private long GetSessionKeysEndTime()\\n {\\n return DateTimeOffset.UtcNow.AddDays(6).ToUnixTimeSeconds();\\n }\\n\\n private async Task SubscribeToPlayerDataUpdates()\\n {\\n AccountResultWrapper playerData = null;\\n\\n try\\n {\\n playerData = await anchorClient.GetPlayerDataAsync(PlayerDataPDA, Commitment.Confirmed);\\n if (playerData.ParsedResult != null)\\n {\\n CurrentPlayerData = playerData.ParsedResult;\\n OnPlayerDataChanged?.Invoke(playerData.ParsedResult);\\n _isInitialized = true;\\n }\\n }\\n catch (Exception e)\\n {\\n Debug.Log(\\"Probably playerData not available \\" + e.Message);\\n }\\n\\n if (playerData != null)\\n {\\n await anchorClient.SubscribePlayerDataAsync(PlayerDataPDA, (state, value, playerData) =>\\n {\\n OnReceivedPlayerDataUpdate(playerData);\\n }, Commitment.Processed);\\n }\\n }\\n\\n private void OnReceivedPlayerDataUpdate(PlayerData playerData)\\n {\\n Debug.Log($\\"Socket Message: Player has {playerData.Wood} wood now.\\");\\n stopWatches[playerData.LastId].Stop();\\n lastTransactionTimeInMs = stopWatches[playerData.LastId].ElapsedMilliseconds;\\n CurrentPlayerData = playerData;\\n OnPlayerDataChanged?.Invoke(playerData);\\n }\\n\\n private async Task SubscribeToGameDataUpdates()\\n {\\n AccountResultWrapper gameData = null;\\n\\n try\\n {\\n gameData = await anchorClient.GetGameDataAsync(GameDataPDA, Commitment.Confirmed);\\n if (gameData.ParsedResult != null)\\n {\\n CurrentGameData = gameData.ParsedResult;\\n OnGameDataChanged?.Invoke(gameData.ParsedResult);\\n }\\n }\\n catch (Exception e)\\n {\\n Debug.Log(\\"Probably game data not available \\" + e.Message);\\n }\\n\\n if (gameData != null)\\n {\\n await anchorClient.SubscribeGameDataAsync(GameDataPDA, (state, value, gameData) =>\\n {\\n OnRecievedGameDataUpdate(gameData);\\n }, Commitment.Processed);\\n }\\n }\\n\\n private void OnRecievedGameDataUpdate(GameData gameData)\\n {\\n Debug.Log($\\"Socket Message: Total log chopped {gameData.TotalWoodCollected}.\\");\\n CurrentGameData = gameData;\\n OnGameDataChanged?.Invoke(gameData);\\n }\\n\\n public async Task InitAccounts(bool useSession)\\n {\\n var tx = new Transaction()\\n {\\n FeePayer = Web3.Account,\\n Instructions = new List(),\\n RecentBlockHash = await Web3.BlockHash()\\n };\\n\\n InitPlayerAccounts accounts = new InitPlayerAccounts();\\n accounts.Player = PlayerDataPDA;\\n accounts.GameData = GameDataPDA;\\n accounts.Signer = Web3.Account;\\n accounts.SystemProgram = SystemProgram.ProgramIdKey;\\n\\n var initTx = LumberjackProgram.InitPlayer(accounts, levelSeed, AnchorProgramIdPubKey);\\n tx.Add(initTx);\\n\\n if (true)\\n {\\n if (!(await IsSessionTokenInitialized()))\\n {\\n var topUp = true;\\n\\n var validity = GetSessionKeysEndTime();\\n var createSessionIX = sessionWallet.CreateSessionIX(topUp, validity);\\n accounts.Signer = Web3.Account.PublicKey;\\n tx.Add(createSessionIX);\\n Debug.Log(\\"Has no session -> partial sign\\");\\n tx.PartialSign(new[] {Web3.Account, sessionWallet.Account});\\n }\\n }\\n\\n bool success = await SendAndConfirmTransaction(Web3.Wallet, tx, \\"initialize\\",\\n () => { Debug.Log(\\"Init account was successful\\"); }, s => { Debug.LogError(\\"Init was not successful\\"); });\\n\\n await UpdateSessionValid();\\n await SubscribeToPlayerDataUpdates();\\n await SubscribeToGameDataUpdates();\\n }\\n\\n private async Task SendAndConfirmTransaction(WalletBase wallet, Transaction transaction, string label = \\"\\",\\n Action onSucccess = null, Action onError = null, bool isBlocking = true)\\n {\\n (isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)++;\\n LastError = String.Empty;\\n \\n Debug.Log(\\"Sending and confirming transaction: \\" + label);\\n RequestResult res;\\n try\\n {\\n res = await wallet.SignAndSendTransaction(transaction, commitment: Commitment.Confirmed);\\n }\\n catch (Exception e)\\n {\\n Debug.Log(\\"Transaction exception \\" + e);\\n blockingTransactionsInProgress--;\\n (isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;\\n LastError = e.Message;\\n onError?.Invoke(e.ToString());\\n return false;\\n }\\n\\n if (res.WasSuccessful && res.Result != null)\\n {\\n Debug.Log($\\"Transaction sent: {res.RawRpcResponse } signature: {res.Result}\\" );\\n await Web3.Rpc.ConfirmTransaction(res.Result, Commitment.Confirmed);\\n }\\n else\\n {\\n Debug.LogError(\\"Transaction failed: \\" + res.RawRpcResponse);\\n if (res.RawRpcResponse.Contains(\\"InsufficientFundsForRent\\"))\\n {\\n Debug.Log(\\"Trigger session top up (Not implemented)\\");\\n // TODO: this can probably happen when the session key runs out of funds. \\n //TriggerTopUpTransaction();\\n }\\n\\n LastError = res.RawRpcResponse;\\n (isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;\\n\\n onError?.Invoke(res.RawRpcResponse);\\n return false;\\n }\\n\\n Debug.Log($\\"Send transaction {label} with response: {res.RawRpcResponse}\\");\\n (isBlocking ? ref blockingTransactionsInProgress : ref nonBlockingTransactionsInProgress)--;\\n onSucccess?.Invoke();\\n return true;\\n }\\n\\n public async Task RevokeSession()\\n {\\n await sessionWallet.CloseSession();\\n Debug.Log(\\"Session closed\\");\\n }\\n\\n public async void ChopTree(bool useSession, Action onSuccess)\\n {\\n if (!Instance.IsSessionValid())\\n {\\n await Instance.UpdateSessionValid();\\n ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.SessionPopup, new SessionPopupUiData());\\n return;\\n }\\n\\n // only for time tracking feel free to remove \\n var stopWatch = new Stopwatch();\\n stopWatch.Start();\\n stopWatches[++transactionCounter] = stopWatch;\\n\\n var transaction = new Transaction()\\n {\\n FeePayer = Web3.Account,\\n Instructions = new List(),\\n RecentBlockHash = await Web3.BlockHash(maxSeconds: 15)\\n };\\n\\n ChopTreeAccounts chopTreeAccounts = new ChopTreeAccounts\\n {\\n Player = PlayerDataPDA,\\n GameData = GameDataPDA,\\n SystemProgram = SystemProgram.ProgramIdKey\\n };\\n\\n if (useSession)\\n {\\n transaction.FeePayer = sessionWallet.Account.PublicKey;\\n chopTreeAccounts.Signer = sessionWallet.Account.PublicKey;\\n chopTreeAccounts.SessionToken = sessionWallet.SessionTokenPDA;\\n var chopInstruction = LumberjackProgram.ChopTree(chopTreeAccounts, levelSeed, transactionCounter, AnchorProgramIdPubKey);\\n transaction.Add(chopInstruction);\\n Debug.Log(\\"Sign and send chop tree with session\\");\\n await SendAndConfirmTransaction(sessionWallet, transaction, \\"Chop Tree with session.\\", isBlocking: false, onSucccess: onSuccess);\\n }\\n else\\n {\\n transaction.FeePayer = Web3.Account.PublicKey;\\n chopTreeAccounts.Signer = Web3.Account.PublicKey;\\n var chopInstruction = LumberjackProgram.ChopTree(chopTreeAccounts, levelSeed, transactionCounter, AnchorProgramIdPubKey);\\n transaction.Add(chopInstruction);\\n Debug.Log(\\"Sign and send init without session\\");\\n await SendAndConfirmTransaction(Web3.Wallet, transaction, \\"Chop Tree without session.\\", onSucccess: onSuccess);\\n }\\n\\n if (CurrentGameData == null)\\n {\\n await SubscribeToGameDataUpdates();\\n }\\n }\\n\\n public async Task IsSessionTokenInitialized()\\n {\\n var sessionTokenData = await Web3.Rpc.GetAccountInfoAsync(sessionWallet.SessionTokenPDA, Commitment.Confirmed);\\n if (sessionTokenData.Result != null && sessionTokenData.Result.Value != null)\\n {\\n return true;\\n }\\n\\n return false;\\n }\\n\\n public async Task UpdateSessionValid()\\n {\\n SessionToken sessionToken = await RequestSessionToken();\\n\\n if (sessionToken == null) return false;\\n\\n Debug.Log(\\"Session token valid until: \\" + (new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil) +\\n \\" Now: \\" + DateTimeOffset.UtcNow);\\n sessionValidUntil = sessionToken.ValidUntil;\\n return IsSessionValid();\\n }\\n\\n public async Task RequestSessionToken()\\n {\\n ResponseValue sessionTokenData =\\n (await Web3.Rpc.GetAccountInfoAsync(sessionWallet.SessionTokenPDA, Commitment.Confirmed)).Result;\\n\\n if (sessionTokenData == null) return null;\\n if (sessionTokenData.Value == null || sessionTokenData.Value.Data[0] == null)\\n {\\n return null;\\n }\\n\\n var sessionToken = SessionToken.Deserialize(Convert.FromBase64String(sessionTokenData.Value.Data[0]));\\n\\n return sessionToken;\\n }\\n\\n private bool IsSessionValid()\\n {\\n return sessionValidUntil != null && sessionValidUntil > DateTimeOffset.UtcNow.ToUnixTimeSeconds();\\n }\\n\\n private async Task RefreshSessionWallet()\\n {\\n sessionWallet = await SessionWallet.GetSessionWallet(AnchorProgramIdPubKey, sessionKeyPassword,\\n Web3.Wallet);\\n }\\n\\n public async Task CreateNewSession()\\n {\\n var sessionToken = await Instance.RequestSessionToken();\\n if (sessionToken != null)\\n {\\n await sessionWallet.CloseSession();\\n }\\n\\n var transaction = new Transaction()\\n {\\n FeePayer = Web3.Account,\\n Instructions = new List(),\\n RecentBlockHash = await Web3.BlockHash(Commitment.Confirmed, false)\\n };\\n\\n SessionWallet.Instance = null;\\n await RefreshSessionWallet();\\n var sessionIx = sessionWallet.CreateSessionIX(true, GetSessionKeysEndTime());\\n transaction.Add(sessionIx);\\n transaction.PartialSign(new[] {Web3.Account, sessionWallet.Account});\\n\\n var res = await Web3.Wallet.SignAndSendTransaction(transaction, commitment: Commitment.Confirmed);\\n\\n Debug.Log(\\"Create session wallet: \\" + res.RawRpcResponse);\\n await Web3.Wallet.ActiveRpcClient.ConfirmTransaction(res.Result, Commitment.Confirmed);\\n var sessionValid = await UpdateSessionValid();\\n Debug.Log(\\"After create session, the session is valid: \\" + sessionValid);\\n }\\n}" + "content": [ + "using System;", + "using System.Collections.Generic;", + "using System.Linq;", + "using System.Numerics;", + "using System.Threading.Tasks;", + "using Solana.Unity;", + "using Solana.Unity.Programs.Abstract;", + "using Solana.Unity.Programs.Utilities;", + "using Solana.Unity.Rpc;", + "using Solana.Unity.Rpc.Builders;", + "using Solana.Unity.Rpc.Core.Http;", + "using Solana.Unity.Rpc.Core.Sockets;", + "using Solana.Unity.Rpc.Types;", + "using Solana.Unity.Wallet;", + "using Lumberjack;", + "using Lumberjack.Program;", + "using Lumberjack.Errors;", + "using Lumberjack.Accounts;", + "namespace Lumberjack", + "{", + "namespace Accounts", + "{", + "public partial class GameData", + "{", + "public static ulong ACCOUNT_DISCRIMINATOR => 13758009850765924589UL;", + "public static ReadOnlySpan ACCOUNT_DISCRIMINATOR_BYTES => new byte[]{237, 88, 58, 243, 16, 69, 238, 190};", + "public static string ACCOUNT_DISCRIMINATOR_B58 => \\"ghYLwVtPH73\\";", + "public ulong TotalWoodCollected { get; set; }", + "public static GameData Deserialize(ReadOnlySpan _data)", + "{", + "int offset = 0;", + "ulong accountHashValue = _data.GetU64(offset);", + "offset += 8;", + "if (accountHashValue != ACCOUNT_DISCRIMINATOR)", + "{", + "return null;", + "}", + "GameData result = new GameData();", + "result.TotalWoodCollected = _data.GetU64(offset);", + "offset += 8;", + "return result;", + "}", + "}", + "public partial class PlayerData", + "{", + "public static ulong ACCOUNT_DISCRIMINATOR => 9264901878634267077UL;", + "public static ReadOnlySpan ACCOUNT_DISCRIMINATOR_BYTES => new byte[]{197, 65, 216, 202, 43, 139, 147, 128};", + "public static string ACCOUNT_DISCRIMINATOR_B58 => \\"ZzeEvyxXcpF\\";", + "public PublicKey Authority { get; set; }", + "public string Name { get; set; }", + "public byte Level { get; set; }", + "public ulong Xp { get; set; }", + "public ulong Wood { get; set; }", + "public ulong Energy { get; set; }", + "public long LastLogin { get; set; }", + "public ushort LastId { get; set; }", + "public static PlayerData Deserialize(ReadOnlySpan _data)", + "{", + "int offset = 0;", + "ulong accountHashValue = _data.GetU64(offset);", + "offset += 8;", + "if (accountHashValue != ACCOUNT_DISCRIMINATOR)", + "{", + "return null;", + "}", + "PlayerData result = new PlayerData();", + "result.Authority = _data.GetPubKey(offset);", + "offset += 32;", + "offset += _data.GetBorshString(offset, out var resultName);", + "result.Name = resultName;", + "result.Level = _data.GetU8(offset);", + "offset += 1;", + "result.Xp = _data.GetU64(offset);", + "offset += 8;", + "result.Wood = _data.GetU64(offset);", + "offset += 8;", + "result.Energy = _data.GetU64(offset);", + "offset += 8;", + "result.LastLogin = _data.GetS64(offset);", + "offset += 8;", + "result.LastId = _data.GetU16(offset);", + "offset += 2;", + "return result;", + "}", + "}", + "}", + "namespace Errors", + "{", + "public enum LumberjackErrorKind : uint", + "{", + "NotEnoughEnergy = 6000U,", + "WrongAuthority = 6001U", + "}", + "}", + "public partial class LumberjackClient : TransactionalBaseClient", + "{", + "public LumberjackClient(IRpcClient rpcClient, IStreamingRpcClient streamingRpcClient, PublicKey programId) : base(rpcClient, streamingRpcClient, programId)", + "{", + "}", + "public async Task>> GetGameDatasAsync(string programAddress, Commitment commitment = Commitment.Finalized)", + "{", + "var list = new List{new Solana.Unity.Rpc.Models.MemCmp{Bytes = GameData.ACCOUNT_DISCRIMINATOR_B58, Offset = 0}};", + "var res = await RpcClient.GetProgramAccountsAsync(programAddress, commitment, memCmpList: list);", + "if (!res.WasSuccessful || !(res.Result?.Count > 0))", + "return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res);", + "List resultingAccounts = new List(res.Result.Count);", + "resultingAccounts.AddRange(res.Result.Select(result => GameData.Deserialize(Convert.FromBase64String(result.Account.Data[0]))));", + "return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res, resultingAccounts);", + "}", + "public async Task>> GetPlayerDatasAsync(string programAddress, Commitment commitment = Commitment.Finalized)", + "{", + "var list = new List{new Solana.Unity.Rpc.Models.MemCmp{Bytes = PlayerData.ACCOUNT_DISCRIMINATOR_B58, Offset = 0}};", + "var res = await RpcClient.GetProgramAccountsAsync(programAddress, commitment, memCmpList: list);", + "if (!res.WasSuccessful || !(res.Result?.Count > 0))", + "return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res);", + "List resultingAccounts = new List(res.Result.Count);", + "resultingAccounts.AddRange(res.Result.Select(result => PlayerData.Deserialize(Convert.FromBase64String(result.Account.Data[0]))));", + "return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res, resultingAccounts);", + "}", + "public async Task> GetGameDataAsync(string accountAddress, Commitment commitment = Commitment.Finalized)", + "{", + "var res = await RpcClient.GetAccountInfoAsync(accountAddress, commitment);", + "if (!res.WasSuccessful)", + "return new Solana.Unity.Programs.Models.AccountResultWrapper(res);", + "var resultingAccount = GameData.Deserialize(Convert.FromBase64String(res.Result.Value.Data[0]));", + "return new Solana.Unity.Programs.Models.AccountResultWrapper(res, resultingAccount);", + "}", + "public async Task> GetPlayerDataAsync(string accountAddress, Commitment commitment = Commitment.Finalized)", + "{", + "var res = await RpcClient.GetAccountInfoAsync(accountAddress, commitment);", + "if (!res.WasSuccessful)", + "return new Solana.Unity.Programs.Models.AccountResultWrapper(res);", + "var resultingAccount = PlayerData.Deserialize(Convert.FromBase64String(res.Result.Value.Data[0]));", + "return new Solana.Unity.Programs.Models.AccountResultWrapper(res, resultingAccount);", + "}", + "public async Task SubscribeGameDataAsync(string accountAddress, Action, GameData> callback, Commitment commitment = Commitment.Finalized)", + "{", + "SubscriptionState res = await StreamingRpcClient.SubscribeAccountInfoAsync(accountAddress, (s, e) =>", + "{", + "GameData parsingResult = null;", + "if (e.Value?.Data?.Count > 0)", + "parsingResult = GameData.Deserialize(Convert.FromBase64String(e.Value.Data[0]));", + "callback(s, e, parsingResult);", + "}, commitment);", + "return res;", + "}", + "public async Task SubscribePlayerDataAsync(string accountAddress, Action, PlayerData> callback, Commitment commitment = Commitment.Finalized)", + "{", + "SubscriptionState res = await StreamingRpcClient.SubscribeAccountInfoAsync(accountAddress, (s, e) =>", + "{", + "PlayerData parsingResult = null;", + "if (e.Value?.Data?.Count > 0)", + "parsingResult = PlayerData.Deserialize(Convert.FromBase64String(e.Value.Data[0]));", + "callback(s, e, parsingResult);", + "}, commitment);", + "return res;", + "}", + "public async Task> SendInitPlayerAsync(InitPlayerAccounts accounts, string levelSeed, PublicKey feePayer, Func signingCallback, PublicKey programId)", + "{", + "Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.InitPlayer(accounts, levelSeed, programId);", + "return await SignAndSendTransaction(instr, feePayer, signingCallback);", + "}", + "public async Task> SendChopTreeAsync(ChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey feePayer, Func signingCallback, PublicKey programId)", + "{", + "Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.ChopTree(accounts, levelSeed, counter, programId);", + "return await SignAndSendTransaction(instr, feePayer, signingCallback);", + "}", + "public async Task> SendSuperChopTreeAsync(SuperChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey feePayer, Func signingCallback, PublicKey programId)", + "{", + "Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.SuperChopTree(accounts, levelSeed, counter, programId);", + "return await SignAndSendTransaction(instr, feePayer, signingCallback);", + "}", + "protected override Dictionary> BuildErrorsDictionary()", + "{", + "return new Dictionary>{{6000U, new ProgramError(LumberjackErrorKind.NotEnoughEnergy, \\"Not enough energy\\")}, {6001U, new ProgramError(LumberjackErrorKind.WrongAuthority, \\"Wrong Authority\\")}, };", + "}", + "}", + "namespace Program", + "{", + "public class InitPlayerAccounts", + "{", + "public PublicKey Player { get; set; }", + "public PublicKey GameData { get; set; }", + "public PublicKey Signer { get; set; }", + "public PublicKey SystemProgram { get; set; }", + "}", + "public class ChopTreeAccounts", + "{", + "public PublicKey SessionToken { get; set; }", + "public PublicKey Player { get; set; }", + "public PublicKey GameData { get; set; }", + "public PublicKey Signer { get; set; }", + "public PublicKey SystemProgram { get; set; }", + "}", + "public class SuperChopTreeAccounts", + "{", + "public PublicKey SessionToken { get; set; }", + "public PublicKey Player { get; set; }", + "public PublicKey GameData { get; set; }", + "public PublicKey Signer { get; set; }", + "public PublicKey SystemProgram { get; set; }", + "}", + "public static class LumberjackProgram", + "{", + "public static Solana.Unity.Rpc.Models.TransactionInstruction InitPlayer(InitPlayerAccounts accounts, string levelSeed, PublicKey programId)", + "{", + "List keys = new()", + "{Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};", + "byte[] _data = new byte[1200];", + "int offset = 0;", + "_data.WriteU64(4819994211046333298UL, offset);", + "offset += 8;", + "offset += _data.WriteBorshString(levelSeed, offset);", + "byte[] resultData = new byte[offset];", + "Array.Copy(_data, resultData, offset);", + "return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};", + "}", + "public static Solana.Unity.Rpc.Models.TransactionInstruction ChopTree(ChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey programId)", + "{", + "List keys = new()", + "{Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SessionToken == null ? programId : accounts.SessionToken, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};", + "byte[] _data = new byte[1200];", + "int offset = 0;", + "_data.WriteU64(2027946759707441272UL, offset);", + "offset += 8;", + "offset += _data.WriteBorshString(levelSeed, offset);", + "_data.WriteU16(counter, offset);", + "offset += 2;", + "byte[] resultData = new byte[offset];", + "Array.Copy(_data, resultData, offset);", + "return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};", + "}", + "public static Solana.Unity.Rpc.Models.TransactionInstruction SuperChopTree(SuperChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey programId)", + "{", + "List keys = new()", + "{Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SessionToken == null ? programId : accounts.SessionToken, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};", + "byte[] _data = new byte[1200];", + "int offset = 0;", + "_data.WriteU64(1750819471606152907UL, offset);", + "offset += 8;", + "offset += _data.WriteBorshString(levelSeed, offset);", + "_data.WriteU16(counter, offset);", + "offset += 2;", + "byte[] resultData = new byte[offset];", + "Array.Copy(_data, resultData, offset);", + "return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};", + "}", + "}", + "}", + "}" + ] }, - "NftMintingService.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftMintingService.cs.meta", + "Lumberjack.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/Lumberjack.cs.meta", "isBinary": true, "content": null }, "NftMintingService.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftMintingService.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing System.Collections.Generic;\\nusing System.Text;\\nusing System.Threading.Tasks;\\n\\nusing Frictionless;\\nusing Game.Scripts;\\nusing Solana.Unity.Metaplex.NFT.Library;\\nusing Solana.Unity.Programs;\\nusing Solana.Unity.Rpc.Builders;\\nusing Solana.Unity.Rpc.Core.Http;\\nusing Solana.Unity.Rpc.Messages;\\nusing Solana.Unity.Rpc.Types;\\nusing Solana.Unity.SDK;\\nusing Solana.Unity.Wallet;\\nusing UnityEngine;\\nusing Creator = Solana.Unity.Metaplex.NFT.Library.Creator;\\nusing MetadataProgram = Solana.Unity.Metaplex.NFT.Library.MetadataProgram;\\nusing PublicKey = Solana.Unity.Wallet.PublicKey;\\nusing Transaction = Solana.Unity.Rpc.Models.Transaction;\\n\\nnamespace Services\\n{\\n public class NftMintingService : MonoBehaviour, IMultiSceneSingleton\\n {\\n public void Awake()\\n {\\n if (ServiceFactory.Resolve() != null)\\n {\\n Destroy(gameObject);\\n return;\\n }\\n\\n ServiceFactory.RegisterSingleton(this);\\n }\\n\\n public IEnumerator HandleNewSceneLoaded()\\n {\\n yield return null;\\n }\\n\\n public async Task MintNftWithMetaData(string metaDataUri, string name, string symbol, Action onMintDone = null)\\n {\\n var account = Web3.Account;\\n var rpcClient = Web3.Rpc;\\n\\n Account mint = new Account();\\n var associatedTokenAccount = AssociatedTokenAccountProgram\\n .DeriveAssociatedTokenAccount(account, mint.PublicKey);\\n \\n var fromAccount = account;\\n\\n RequestResult> balance =\\n await rpcClient.GetBalanceAsync(account.PublicKey, Commitment.Confirmed);\\n\\n if (balance.Result != null && balance.Result.Value < SolanaUtils.SolToLamports / 10)\\n {\\n Debug.Log(\\"Sol balance is low. Minting may fail\\");\\n }\\n\\n Debug.Log($\\"Balance: {balance.Result.Value} \\");\\n Debug.Log($\\"Mint key : {mint.PublicKey} \\");\\n\\n var blockHash = await rpcClient.GetLatestBlockHashAsync();\\n var rentMint = await rpcClient.GetMinimumBalanceForRentExemptionAsync(\\n TokenProgram.MintAccountDataSize,\\n Commitment.Confirmed\\n );\\n var rentToken = await rpcClient.GetMinimumBalanceForRentExemptionAsync(\\n TokenProgram.TokenAccountDataSize,\\n Commitment.Confirmed\\n );\\n\\n\\n //2. create a mint and a token\\n var createMintAccount = SystemProgram.CreateAccount(\\n fromAccount,\\n mint,\\n rentMint.Result,\\n TokenProgram.MintAccountDataSize,\\n TokenProgram.ProgramIdKey\\n );\\n var initializeMint = TokenProgram.InitializeMint(\\n mint.PublicKey,\\n 0,\\n fromAccount.PublicKey,\\n fromAccount.PublicKey\\n );\\n var createTokenAccount = AssociatedTokenAccountProgram.CreateAssociatedTokenAccount(\\n fromAccount,\\n fromAccount,\\n mint.PublicKey);\\n\\n var mintTo = TokenProgram.MintTo(\\n mint.PublicKey,\\n associatedTokenAccount,\\n 1,\\n fromAccount.PublicKey\\n );\\n\\n // If you freeze the account the users will not be able to transfer the NFTs anywhere or burn them\\n /*var freezeAccount = TokenProgram.FreezeAccount(\\n tokenAccount,\\n mintAccount,\\n fromAccount,\\n TokenProgram.ProgramIdKey\\n );*/\\n\\n // PDA Metadata\\n PublicKey metadataAddressPDA;\\n byte nonce;\\n PublicKey.TryFindProgramAddress(\\n new List()\\n {\\n Encoding.UTF8.GetBytes(\\"metadata\\"),\\n MetadataProgram.ProgramIdKey,\\n mint.PublicKey\\n },\\n MetadataProgram.ProgramIdKey,\\n out metadataAddressPDA,\\n out nonce\\n );\\n\\n Console.WriteLine($\\"PDA METADATA: {metadataAddressPDA}\\");\\n\\n // PDA master edition (Makes sure there can only be one minted) \\n PublicKey masterEditionAddress;\\n\\n PublicKey.TryFindProgramAddress(\\n new List()\\n {\\n Encoding.UTF8.GetBytes(\\"metadata\\"),\\n MetadataProgram.ProgramIdKey,\\n mint.PublicKey,\\n Encoding.UTF8.GetBytes(\\"edition\\"),\\n },\\n MetadataProgram.ProgramIdKey,\\n out masterEditionAddress,\\n out nonce\\n );\\n Console.WriteLine($\\"PDA MASTER: {masterEditionAddress}\\");\\n\\n // Craetors\\n var creator1 = new Creator(fromAccount.PublicKey, 100, false);\\n\\n // Meta Data\\n var data = new Metadata()\\n {\\n name = name,\\n symbol = symbol,\\n uri = metaDataUri,\\n creators = new List() {creator1},\\n sellerFeeBasisPoints = 77\\n };\\n\\n var signers = new List {fromAccount, mint};\\n var transactionBuilder = new TransactionBuilder()\\n .SetRecentBlockHash(blockHash.Result.Value.Blockhash)\\n .SetFeePayer(fromAccount)\\n .AddInstruction(createMintAccount)\\n .AddInstruction(initializeMint)\\n .AddInstruction(createTokenAccount)\\n .AddInstruction(mintTo)\\n //.AddInstruction(freezeAccount)\\n .AddInstruction(\\n MetadataProgram.CreateMetadataAccount(\\n metadataAddressPDA, // PDA\\n mint,\\n fromAccount.PublicKey,\\n fromAccount.PublicKey,\\n fromAccount.PublicKey, // update Authority \\n data, // DATA\\n TokenStandard.NonFungible,\\n true,\\n true, // ISMUTABLE,\\n masterEditionKey: null,\\n 1,\\n 0UL,\\n MetadataVersion.V3\\n )\\n )\\n .AddInstruction(\\n MetadataProgram.SignMetadata(\\n metadataAddressPDA,\\n creator1.key\\n )\\n )\\n .AddInstruction(\\n MetadataProgram.PuffMetada(\\n metadataAddressPDA\\n )\\n )\\n /*.AddInstruction(\\n MetadataProgram.CreateMasterEdition(\\n 1,\\n masterEditionAddress,\\n mintAccount,\\n fromAccount.PublicKey,\\n fromAccount.PublicKey,\\n fromAccount.PublicKey,\\n metadataAddressPDA\\n )\\n )*/;\\n\\n var tx = Transaction.Deserialize(transactionBuilder.Build(new List {fromAccount, mint}));\\n var res = await Web3.Wallet.SignAndSendTransaction(tx, true, Commitment.Confirmed);\\n await Web3.Rpc.ConfirmTransaction(res.Result, Commitment.Confirmed);\\n Debug.Log(res.Result);\\n\\n if (!res.WasSuccessful)\\n {\\n onMintDone?.Invoke(false);\\n Debug\\n .Log(\\"Mint was not successfull: \\" + res.Reason);\\n }\\n else\\n {\\n onMintDone?.Invoke(true);\\n Debug.Log(\\"Mint Successfull! Woop woop!\\");\\n }\\n\\n return res.Result;\\n }\\n }\\n}" + "content": [ + "using System;", + "using System.Collections;", + "using System.Collections.Generic;", + "using System.Text;", + "using System.Threading.Tasks;", + "using Frictionless;", + "using Game.Scripts;", + "using Solana.Unity.Metaplex.NFT.Library;", + "using Solana.Unity.Programs;", + "using Solana.Unity.Rpc.Builders;", + "using Solana.Unity.Rpc.Core.Http;", + "using Solana.Unity.Rpc.Messages;", + "using Solana.Unity.Rpc.Types;", + "using Solana.Unity.SDK;", + "using Solana.Unity.Wallet;", + "using UnityEngine;", + "using Creator = Solana.Unity.Metaplex.NFT.Library.Creator;", + "using MetadataProgram = Solana.Unity.Metaplex.NFT.Library.MetadataProgram;", + "using PublicKey = Solana.Unity.Wallet.PublicKey;", + "using Transaction = Solana.Unity.Rpc.Models.Transaction;", + "namespace Services", + "{", + "public class NftMintingService : MonoBehaviour, IMultiSceneSingleton", + "{", + "public void Awake()", + "{", + "if (ServiceFactory.Resolve() != null)", + "{", + "Destroy(gameObject);", + "return;", + "}", + "ServiceFactory.RegisterSingleton(this);", + "}", + "public IEnumerator HandleNewSceneLoaded()", + "{", + "yield return null;", + "}", + "public async Task MintNftWithMetaData(string metaDataUri, string name, string symbol, Action onMintDone = null)", + "{", + "var account = Web3.Account;", + "var rpcClient = Web3.Rpc;", + "Account mint = new Account();", + "var associatedTokenAccount = AssociatedTokenAccountProgram", + ".DeriveAssociatedTokenAccount(account, mint.PublicKey);", + "var fromAccount = account;", + "RequestResult> balance =", + "await rpcClient.GetBalanceAsync(account.PublicKey, Commitment.Confirmed);", + "if (balance.Result != null && balance.Result.Value < SolanaUtils.SolToLamports / 10)", + "{", + "Debug.Log(\\"Sol balance is low. Minting may fail\\");", + "}", + "Debug.Log($\\"Balance: {balance.Result.Value} \\");", + "Debug.Log($\\"Mint key : {mint.PublicKey} \\");", + "var blockHash = await rpcClient.GetLatestBlockHashAsync();", + "var rentMint = await rpcClient.GetMinimumBalanceForRentExemptionAsync(", + "TokenProgram.MintAccountDataSize,", + "Commitment.Confirmed", + ");", + "var rentToken = await rpcClient.GetMinimumBalanceForRentExemptionAsync(", + "TokenProgram.TokenAccountDataSize,", + "Commitment.Confirmed", + ");", + "//2. create a mint and a token", + "var createMintAccount = SystemProgram.CreateAccount(", + "fromAccount,", + "mint,", + "rentMint.Result,", + "TokenProgram.MintAccountDataSize,", + "TokenProgram.ProgramIdKey", + ");", + "var initializeMint = TokenProgram.InitializeMint(", + "mint.PublicKey,", + "0,", + "fromAccount.PublicKey,", + "fromAccount.PublicKey", + ");", + "var createTokenAccount = AssociatedTokenAccountProgram.CreateAssociatedTokenAccount(", + "fromAccount,", + "fromAccount,", + "mint.PublicKey);", + "var mintTo = TokenProgram.MintTo(", + "mint.PublicKey,", + "associatedTokenAccount,", + "1,", + "fromAccount.PublicKey", + ");", + "// If you freeze the account the users will not be able to transfer the NFTs anywhere or burn them", + "/*var freezeAccount = TokenProgram.FreezeAccount(", + "tokenAccount,", + "mintAccount,", + "fromAccount,", + "TokenProgram.ProgramIdKey", + ");*/", + "// PDA Metadata", + "PublicKey metadataAddressPDA;", + "byte nonce;", + "PublicKey.TryFindProgramAddress(", + "new List()", + "{", + "Encoding.UTF8.GetBytes(\\"metadata\\"),", + "MetadataProgram.ProgramIdKey,", + "mint.PublicKey", + "},", + "MetadataProgram.ProgramIdKey,", + "out metadataAddressPDA,", + "out nonce", + ");", + "Console.WriteLine($\\"PDA METADATA: {metadataAddressPDA}\\");", + "// PDA master edition (Makes sure there can only be one minted)", + "PublicKey masterEditionAddress;", + "PublicKey.TryFindProgramAddress(", + "new List()", + "{", + "Encoding.UTF8.GetBytes(\\"metadata\\"),", + "MetadataProgram.ProgramIdKey,", + "mint.PublicKey,", + "Encoding.UTF8.GetBytes(\\"edition\\"),", + "},", + "MetadataProgram.ProgramIdKey,", + "out masterEditionAddress,", + "out nonce", + ");", + "Console.WriteLine($\\"PDA MASTER: {masterEditionAddress}\\");", + "// Craetors", + "var creator1 = new Creator(fromAccount.PublicKey, 100, false);", + "// Meta Data", + "var data = new Metadata()", + "{", + "name = name,", + "symbol = symbol,", + "uri = metaDataUri,", + "creators = new List() {creator1},", + "sellerFeeBasisPoints = 77", + "};", + "var signers = new List {fromAccount, mint};", + "var transactionBuilder = new TransactionBuilder()", + ".SetRecentBlockHash(blockHash.Result.Value.Blockhash)", + ".SetFeePayer(fromAccount)", + ".AddInstruction(createMintAccount)", + ".AddInstruction(initializeMint)", + ".AddInstruction(createTokenAccount)", + ".AddInstruction(mintTo)", + "//.AddInstruction(freezeAccount)", + ".AddInstruction(", + "MetadataProgram.CreateMetadataAccount(", + "metadataAddressPDA, // PDA", + "mint,", + "fromAccount.PublicKey,", + "fromAccount.PublicKey,", + "fromAccount.PublicKey, // update Authority", + "data, // DATA", + "TokenStandard.NonFungible,", + "true,", + "true, // ISMUTABLE,", + "masterEditionKey: null,", + "1,", + "0UL,", + "MetadataVersion.V3", + ")", + ")", + ".AddInstruction(", + "MetadataProgram.SignMetadata(", + "metadataAddressPDA,", + "creator1.key", + ")", + ")", + ".AddInstruction(", + "MetadataProgram.PuffMetada(", + "metadataAddressPDA", + ")", + ")", + "/*.AddInstruction(", + "MetadataProgram.CreateMasterEdition(", + "1,", + "masterEditionAddress,", + "mintAccount,", + "fromAccount.PublicKey,", + "fromAccount.PublicKey,", + "fromAccount.PublicKey,", + "metadataAddressPDA", + ")", + ")*/;", + "var tx = Transaction.Deserialize(transactionBuilder.Build(new List {fromAccount, mint}));", + "var res = await Web3.Wallet.SignAndSendTransaction(tx, true, Commitment.Confirmed);", + "await Web3.Rpc.ConfirmTransaction(res.Result, Commitment.Confirmed);", + "Debug.Log(res.Result);", + "if (!res.WasSuccessful)", + "{", + "onMintDone?.Invoke(false);", + "Debug", + ".Log(\\"Mint was not successfull: \\" + res.Reason);", + "}", + "else", + "{", + "onMintDone?.Invoke(true);", + "Debug.Log(\\"Mint Successfull! Woop woop!\\");", + "}", + "return res.Result;", + "}", + "}", + "}" + ] }, - "NftService.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftService.cs.meta", + "NftMintingService.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftMintingService.cs.meta", "isBinary": true, "content": null }, "NftService.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftService.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing System.Collections.Generic;\\nusing System.Reflection;\\nusing Frictionless;\\nusing Solana.Unity.Metaplex.NFT.Library;\\nusing Solana.Unity.Metaplex.Utilities.Json;\\nusing Solana.Unity.SDK;\\nusing Solana.Unity.SDK.Nft;\\nusing Solana.Unity.Wallet;\\nusing UnityEngine;\\n\\nnamespace Services\\n{\\n /// \\n /// Handles all logic related to NFTs and calculating their power level or whatever you like to do with the NFTs\\n /// \\n public class NftService : MonoBehaviour, IMultiSceneSingleton\\n {\\n public const string NftCreator = \\"8DQSv6bnq2oomwk15sq1tiS6f1FXecxyBaHVeBG9BhPV\\";\\n\\n public List LoadedNfts = new ();\\n public bool IsLoadingTokenAccounts { get; private set; }\\n public Nft SelectedNft { get; private set; }\\n public Texture2D LocalDummyNft;\\n public bool LoadNftsOnStartUp = true;\\n public bool AddDummyNft = true;\\n\\n public void Awake()\\n {\\n if (ServiceFactory.Resolve() != null)\\n {\\n Destroy(gameObject);\\n return;\\n }\\n\\n ServiceFactory.RegisterSingleton(this);\\n Web3.OnLogin += OnLogin;\\n }\\n\\n private void OnLogin(Account obj)\\n {\\n if (!LoadNftsOnStartUp)\\n {\\n return;\\n }\\n\\n LoadNfts();\\n }\\n\\n public void LoadNfts()\\n {\\n LoadedNfts.Clear();\\n Web3.AutoLoadNfts = false;\\n Web3.LoadNFTs();\\n IsLoadingTokenAccounts = true;\\n Web3.OnNFTsUpdate += (nfts, totalAmount) =>\\n {\\n foreach (var newNft in nfts)\\n {\\n bool wasAlreadyLoaded = false;\\n foreach (var oldNft in LoadedNfts)\\n {\\n if (newNft.metaplexData.data.mint == oldNft.metaplexData.data.mint)\\n {\\n wasAlreadyLoaded = true;\\n }\\n }\\n\\n if (!wasAlreadyLoaded)\\n {\\n MessageRouter.RaiseMessage(new NftLoadedMessage(newNft));\\n LoadedNfts.Add(newNft);\\n }\\n }\\n\\n IsLoadingTokenAccounts = nfts.Count != totalAmount;\\n };\\n if (AddDummyNft)\\n {\\n var dummyLocalNft = CreateDummyLocalNft(Web3.Account.PublicKey);\\n LoadedNfts.Add(dummyLocalNft);\\n MessageRouter.RaiseMessage(new NftLoadedMessage(dummyLocalNft));\\n }\\n }\\n\\n public Nft CreateDummyLocalNft(string publicKey)\\n {\\n Nft dummyLocalNft = new Nft();\\n\\n var constructor = typeof(MetadataAccount).GetConstructor(BindingFlags.NonPublic | BindingFlags.Instance,\\n null, new Type[0], null);\\n MetadataAccount metaPlexData = (MetadataAccount) constructor.Invoke(null);\\n\\n metaPlexData.offchainData = new MetaplexTokenStandard();\\n metaPlexData.offchainData.symbol = \\"dummy\\";\\n metaPlexData.offchainData.name = \\"Dummy Nft\\";\\n metaPlexData.offchainData.description = \\"A dummy nft which uses the wallet puy key\\";\\n metaPlexData.mint = publicKey;\\n\\n dummyLocalNft.metaplexData = new Metaplex(metaPlexData);\\n dummyLocalNft.metaplexData.nftImage = new NftImage()\\n {\\n name = \\"DummyNft\\",\\n file = LocalDummyNft\\n };\\n\\n return dummyLocalNft;\\n }\\n\\n public bool IsNftSelected(Nft nft)\\n {\\n return nft.metaplexData.data.mint == GetSelectedNftPubKey();\\n }\\n\\n private string GetSelectedNftPubKey()\\n {\\n return PlayerPrefs.GetString(\\"SelectedNft\\");\\n }\\n\\n public bool OwnsNftOfUpdateAuthority(string authority)\\n {\\n foreach (var nft in LoadedNfts)\\n {\\n if (nft.metaplexData.data.updateAuthority != null && nft.metaplexData.data.updateAuthority == authority)\\n {\\n return true;\\n }\\n }\\n\\n return false;\\n }\\n\\n public bool OwnsNftByCreator(string creator)\\n {\\n foreach (var nft in LoadedNfts)\\n {\\n if (nft.metaplexData.data.metadata != null && nft.metaplexData.data.metadata.creators != null)\\n {\\n foreach (var nftCreator in nft.metaplexData.data.metadata.creators)\\n {\\n if (nftCreator.key == creator)\\n {\\n return true; \\n }\\n }\\n }\\n }\\n\\n return false;\\n }\\n\\n public void SelectNft(Nft nft)\\n {\\n if (nft == null)\\n {\\n return;\\n }\\n\\n SelectedNft = nft;\\n PlayerPrefs.SetString(\\"SelectedNft\\", SelectedNft.metaplexData.data.mint);\\n MessageRouter.RaiseMessage(new NftSelectedMessage(SelectedNft));\\n }\\n\\n public void ResetSelectedNft()\\n {\\n SelectedNft = null;\\n PlayerPrefs.DeleteKey(\\"SelectedNft\\");\\n MessageRouter.RaiseMessage(new NftSelectedMessage(SelectedNft));\\n }\\n\\n public IEnumerator HandleNewSceneLoaded()\\n {\\n yield return null;\\n }\\n }\\n\\n public class NftLoadedMessage\\n {\\n public Nft Nft;\\n\\n public NftLoadedMessage(Nft nft)\\n {\\n Nft = nft;\\n }\\n }\\n\\n public class NftSelectedMessage\\n {\\n public Nft NewNFt;\\n\\n public NftSelectedMessage(Nft newNFt)\\n {\\n NewNFt = newNFt;\\n }\\n }\\n\\n public class NftLoadingStartedMessage\\n {\\n }\\n\\n public class NftLoadingFinishedMessage\\n {\\n }\\n\\n public class NftMintFinishedMessage\\n {\\n }\\n}" + "content": [ + "using System;", + "using System.Collections;", + "using System.Collections.Generic;", + "using System.Reflection;", + "using Frictionless;", + "using Solana.Unity.Metaplex.NFT.Library;", + "using Solana.Unity.Metaplex.Utilities.Json;", + "using Solana.Unity.SDK;", + "using Solana.Unity.SDK.Nft;", + "using Solana.Unity.Wallet;", + "using UnityEngine;", + "namespace Services", + "{", + "/// ", + "/// Handles all logic related to NFTs and calculating their power level or whatever you like to do with the NFTs", + "/// ", + "public class NftService : MonoBehaviour, IMultiSceneSingleton", + "{", + "public const string NftCreator = \\"8DQSv6bnq2oomwk15sq1tiS6f1FXecxyBaHVeBG9BhPV\\";", + "public List LoadedNfts = new ();", + "public bool IsLoadingTokenAccounts { get; private set; }", + "public Nft SelectedNft { get; private set; }", + "public Texture2D LocalDummyNft;", + "public bool LoadNftsOnStartUp = true;", + "public bool AddDummyNft = true;", + "public void Awake()", + "{", + "if (ServiceFactory.Resolve() != null)", + "{", + "Destroy(gameObject);", + "return;", + "}", + "ServiceFactory.RegisterSingleton(this);", + "Web3.OnLogin += OnLogin;", + "}", + "private void OnLogin(Account obj)", + "{", + "if (!LoadNftsOnStartUp)", + "{", + "return;", + "}", + "LoadNfts();", + "}", + "public void LoadNfts()", + "{", + "LoadedNfts.Clear();", + "Web3.AutoLoadNfts = false;", + "Web3.LoadNFTs();", + "IsLoadingTokenAccounts = true;", + "Web3.OnNFTsUpdate += (nfts, totalAmount) =>", + "{", + "foreach (var newNft in nfts)", + "{", + "bool wasAlreadyLoaded = false;", + "foreach (var oldNft in LoadedNfts)", + "{", + "if (newNft.metaplexData.data.mint == oldNft.metaplexData.data.mint)", + "{", + "wasAlreadyLoaded = true;", + "}", + "}", + "if (!wasAlreadyLoaded)", + "{", + "MessageRouter.RaiseMessage(new NftLoadedMessage(newNft));", + "LoadedNfts.Add(newNft);", + "}", + "}", + "IsLoadingTokenAccounts = nfts.Count != totalAmount;", + "};", + "if (AddDummyNft)", + "{", + "var dummyLocalNft = CreateDummyLocalNft(Web3.Account.PublicKey);", + "LoadedNfts.Add(dummyLocalNft);", + "MessageRouter.RaiseMessage(new NftLoadedMessage(dummyLocalNft));", + "}", + "}", + "public Nft CreateDummyLocalNft(string publicKey)", + "{", + "Nft dummyLocalNft = new Nft();", + "var constructor = typeof(MetadataAccount).GetConstructor(BindingFlags.NonPublic | BindingFlags.Instance,", + "null, new Type[0], null);", + "MetadataAccount metaPlexData = (MetadataAccount) constructor.Invoke(null);", + "metaPlexData.offchainData = new MetaplexTokenStandard();", + "metaPlexData.offchainData.symbol = \\"dummy\\";", + "metaPlexData.offchainData.name = \\"Dummy Nft\\";", + "metaPlexData.offchainData.description = \\"A dummy nft which uses the wallet puy key\\";", + "metaPlexData.mint = publicKey;", + "dummyLocalNft.metaplexData = new Metaplex(metaPlexData);", + "dummyLocalNft.metaplexData.nftImage = new NftImage()", + "{", + "name = \\"DummyNft\\",", + "file = LocalDummyNft", + "};", + "return dummyLocalNft;", + "}", + "public bool IsNftSelected(Nft nft)", + "{", + "return nft.metaplexData.data.mint == GetSelectedNftPubKey();", + "}", + "private string GetSelectedNftPubKey()", + "{", + "return PlayerPrefs.GetString(\\"SelectedNft\\");", + "}", + "public bool OwnsNftOfUpdateAuthority(string authority)", + "{", + "foreach (var nft in LoadedNfts)", + "{", + "if (nft.metaplexData.data.updateAuthority != null && nft.metaplexData.data.updateAuthority == authority)", + "{", + "return true;", + "}", + "}", + "return false;", + "}", + "public bool OwnsNftByCreator(string creator)", + "{", + "foreach (var nft in LoadedNfts)", + "{", + "if (nft.metaplexData.data.metadata != null && nft.metaplexData.data.metadata.creators != null)", + "{", + "foreach (var nftCreator in nft.metaplexData.data.metadata.creators)", + "{", + "if (nftCreator.key == creator)", + "{", + "return true;", + "}", + "}", + "}", + "}", + "return false;", + "}", + "public void SelectNft(Nft nft)", + "{", + "if (nft == null)", + "{", + "return;", + "}", + "SelectedNft = nft;", + "PlayerPrefs.SetString(\\"SelectedNft\\", SelectedNft.metaplexData.data.mint);", + "MessageRouter.RaiseMessage(new NftSelectedMessage(SelectedNft));", + "}", + "public void ResetSelectedNft()", + "{", + "SelectedNft = null;", + "PlayerPrefs.DeleteKey(\\"SelectedNft\\");", + "MessageRouter.RaiseMessage(new NftSelectedMessage(SelectedNft));", + "}", + "public IEnumerator HandleNewSceneLoaded()", + "{", + "yield return null;", + "}", + "}", + "public class NftLoadedMessage", + "{", + "public Nft Nft;", + "public NftLoadedMessage(Nft nft)", + "{", + "Nft = nft;", + "}", + "}", + "public class NftSelectedMessage", + "{", + "public Nft NewNFt;", + "public NftSelectedMessage(Nft newNFt)", + "{", + "NewNFt = newNFt;", + "}", + "}", + "public class NftLoadingStartedMessage", + "{", + "}", + "public class NftLoadingFinishedMessage", + "{", + "}", + "public class NftMintFinishedMessage", + "{", + "}", + "}" + ] }, - "SolanaUtils.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/SolanaUtils.cs.meta", + "NftService.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/NftService.cs.meta", "isBinary": true, "content": null }, "SolanaUtils.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/SolanaUtils.cs", "isBinary": false, - "content": "using System;\\n\\nnamespace Game.Scripts\\n{\\n public class SolanaUtils\\n {\\n public const long SolToLamports = 1000000000;\\n }\\n\\n public static class ArrayUtils\\n {\\n public static T[] Slice(this T[] arr, uint indexFrom, uint indexTo) {\\n if (indexFrom > indexTo) {\\n throw new ArgumentOutOfRangeException(\\"indexFrom is bigger than indexTo!\\");\\n }\\n\\n uint length = indexTo - indexFrom;\\n T[] result = new T[length];\\n Array.Copy(arr, indexFrom, result, 0, length);\\n\\n return result;\\n }\\n }\\n \\n}" + "content": [ + "using System;", + "namespace Game.Scripts", + "{", + "public class SolanaUtils", + "{", + "public const long SolToLamports = 1000000000;", + "}", + "public static class ArrayUtils", + "{", + "public static T[] Slice(this T[] arr, uint indexFrom, uint indexTo) {", + "if (indexFrom > indexTo) {", + "throw new ArgumentOutOfRangeException(\\"indexFrom is bigger than indexTo!\\");", + "}", + "uint length = indexTo - indexFrom;", + "T[] result = new T[length];", + "Array.Copy(arr, indexFrom, result, 0, length);", + "return result;", + "}", + "}", + "}" + ] }, - "Lumberjack.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/Lumberjack.cs.meta", + "SolanaUtils.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/SolanaUtils.cs.meta", "isBinary": true, "content": null - }, - "Lumberjack.cs": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Solana/Lumberjack.cs", - "isBinary": false, - "content": "using System;\\r\\nusing System.Collections.Generic;\\r\\nusing System.Linq;\\r\\nusing System.Numerics;\\r\\nusing System.Threading.Tasks;\\r\\nusing Solana.Unity;\\r\\nusing Solana.Unity.Programs.Abstract;\\r\\nusing Solana.Unity.Programs.Utilities;\\r\\nusing Solana.Unity.Rpc;\\r\\nusing Solana.Unity.Rpc.Builders;\\r\\nusing Solana.Unity.Rpc.Core.Http;\\r\\nusing Solana.Unity.Rpc.Core.Sockets;\\r\\nusing Solana.Unity.Rpc.Types;\\r\\nusing Solana.Unity.Wallet;\\r\\nusing Lumberjack;\\r\\nusing Lumberjack.Program;\\r\\nusing Lumberjack.Errors;\\r\\nusing Lumberjack.Accounts;\\r\\n\\r\\nnamespace Lumberjack\\r\\n{\\r\\n namespace Accounts\\r\\n {\\r\\n public partial class GameData\\r\\n {\\r\\n public static ulong ACCOUNT_DISCRIMINATOR => 13758009850765924589UL;\\r\\n public static ReadOnlySpan ACCOUNT_DISCRIMINATOR_BYTES => new byte[]{237, 88, 58, 243, 16, 69, 238, 190};\\r\\n public static string ACCOUNT_DISCRIMINATOR_B58 => \\"ghYLwVtPH73\\";\\r\\n public ulong TotalWoodCollected { get; set; }\\r\\n\\r\\n public static GameData Deserialize(ReadOnlySpan _data)\\r\\n {\\r\\n int offset = 0;\\r\\n ulong accountHashValue = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n if (accountHashValue != ACCOUNT_DISCRIMINATOR)\\r\\n {\\r\\n return null;\\r\\n }\\r\\n\\r\\n GameData result = new GameData();\\r\\n result.TotalWoodCollected = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n return result;\\r\\n }\\r\\n }\\r\\n\\r\\n public partial class PlayerData\\r\\n {\\r\\n public static ulong ACCOUNT_DISCRIMINATOR => 9264901878634267077UL;\\r\\n public static ReadOnlySpan ACCOUNT_DISCRIMINATOR_BYTES => new byte[]{197, 65, 216, 202, 43, 139, 147, 128};\\r\\n public static string ACCOUNT_DISCRIMINATOR_B58 => \\"ZzeEvyxXcpF\\";\\r\\n public PublicKey Authority { get; set; }\\r\\n\\r\\n public string Name { get; set; }\\r\\n\\r\\n public byte Level { get; set; }\\r\\n\\r\\n public ulong Xp { get; set; }\\r\\n\\r\\n public ulong Wood { get; set; }\\r\\n\\r\\n public ulong Energy { get; set; }\\r\\n\\r\\n public long LastLogin { get; set; }\\r\\n\\r\\n public ushort LastId { get; set; }\\r\\n\\r\\n public static PlayerData Deserialize(ReadOnlySpan _data)\\r\\n {\\r\\n int offset = 0;\\r\\n ulong accountHashValue = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n if (accountHashValue != ACCOUNT_DISCRIMINATOR)\\r\\n {\\r\\n return null;\\r\\n }\\r\\n\\r\\n PlayerData result = new PlayerData();\\r\\n result.Authority = _data.GetPubKey(offset);\\r\\n offset += 32;\\r\\n offset += _data.GetBorshString(offset, out var resultName);\\r\\n result.Name = resultName;\\r\\n result.Level = _data.GetU8(offset);\\r\\n offset += 1;\\r\\n result.Xp = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n result.Wood = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n result.Energy = _data.GetU64(offset);\\r\\n offset += 8;\\r\\n result.LastLogin = _data.GetS64(offset);\\r\\n offset += 8;\\r\\n result.LastId = _data.GetU16(offset);\\r\\n offset += 2;\\r\\n return result;\\r\\n }\\r\\n }\\r\\n }\\r\\n\\r\\n namespace Errors\\r\\n {\\r\\n public enum LumberjackErrorKind : uint\\r\\n {\\r\\n NotEnoughEnergy = 6000U,\\r\\n WrongAuthority = 6001U\\r\\n }\\r\\n }\\r\\n\\r\\n public partial class LumberjackClient : TransactionalBaseClient\\r\\n {\\r\\n public LumberjackClient(IRpcClient rpcClient, IStreamingRpcClient streamingRpcClient, PublicKey programId) : base(rpcClient, streamingRpcClient, programId)\\r\\n {\\r\\n }\\r\\n\\r\\n public async Task>> GetGameDatasAsync(string programAddress, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n var list = new List{new Solana.Unity.Rpc.Models.MemCmp{Bytes = GameData.ACCOUNT_DISCRIMINATOR_B58, Offset = 0}};\\r\\n var res = await RpcClient.GetProgramAccountsAsync(programAddress, commitment, memCmpList: list);\\r\\n if (!res.WasSuccessful || !(res.Result?.Count > 0))\\r\\n return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res);\\r\\n List resultingAccounts = new List(res.Result.Count);\\r\\n resultingAccounts.AddRange(res.Result.Select(result => GameData.Deserialize(Convert.FromBase64String(result.Account.Data[0]))));\\r\\n return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res, resultingAccounts);\\r\\n }\\r\\n\\r\\n public async Task>> GetPlayerDatasAsync(string programAddress, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n var list = new List{new Solana.Unity.Rpc.Models.MemCmp{Bytes = PlayerData.ACCOUNT_DISCRIMINATOR_B58, Offset = 0}};\\r\\n var res = await RpcClient.GetProgramAccountsAsync(programAddress, commitment, memCmpList: list);\\r\\n if (!res.WasSuccessful || !(res.Result?.Count > 0))\\r\\n return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res);\\r\\n List resultingAccounts = new List(res.Result.Count);\\r\\n resultingAccounts.AddRange(res.Result.Select(result => PlayerData.Deserialize(Convert.FromBase64String(result.Account.Data[0]))));\\r\\n return new Solana.Unity.Programs.Models.ProgramAccountsResultWrapper>(res, resultingAccounts);\\r\\n }\\r\\n\\r\\n public async Task> GetGameDataAsync(string accountAddress, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n var res = await RpcClient.GetAccountInfoAsync(accountAddress, commitment);\\r\\n if (!res.WasSuccessful)\\r\\n return new Solana.Unity.Programs.Models.AccountResultWrapper(res);\\r\\n var resultingAccount = GameData.Deserialize(Convert.FromBase64String(res.Result.Value.Data[0]));\\r\\n return new Solana.Unity.Programs.Models.AccountResultWrapper(res, resultingAccount);\\r\\n }\\r\\n\\r\\n public async Task> GetPlayerDataAsync(string accountAddress, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n var res = await RpcClient.GetAccountInfoAsync(accountAddress, commitment);\\r\\n if (!res.WasSuccessful)\\r\\n return new Solana.Unity.Programs.Models.AccountResultWrapper(res);\\r\\n var resultingAccount = PlayerData.Deserialize(Convert.FromBase64String(res.Result.Value.Data[0]));\\r\\n return new Solana.Unity.Programs.Models.AccountResultWrapper(res, resultingAccount);\\r\\n }\\r\\n\\r\\n public async Task SubscribeGameDataAsync(string accountAddress, Action, GameData> callback, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n SubscriptionState res = await StreamingRpcClient.SubscribeAccountInfoAsync(accountAddress, (s, e) =>\\r\\n {\\r\\n GameData parsingResult = null;\\r\\n if (e.Value?.Data?.Count > 0)\\r\\n parsingResult = GameData.Deserialize(Convert.FromBase64String(e.Value.Data[0]));\\r\\n callback(s, e, parsingResult);\\r\\n }, commitment);\\r\\n return res;\\r\\n }\\r\\n\\r\\n public async Task SubscribePlayerDataAsync(string accountAddress, Action, PlayerData> callback, Commitment commitment = Commitment.Finalized)\\r\\n {\\r\\n SubscriptionState res = await StreamingRpcClient.SubscribeAccountInfoAsync(accountAddress, (s, e) =>\\r\\n {\\r\\n PlayerData parsingResult = null;\\r\\n if (e.Value?.Data?.Count > 0)\\r\\n parsingResult = PlayerData.Deserialize(Convert.FromBase64String(e.Value.Data[0]));\\r\\n callback(s, e, parsingResult);\\r\\n }, commitment);\\r\\n return res;\\r\\n }\\r\\n\\r\\n public async Task> SendInitPlayerAsync(InitPlayerAccounts accounts, string levelSeed, PublicKey feePayer, Func signingCallback, PublicKey programId)\\r\\n {\\r\\n Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.InitPlayer(accounts, levelSeed, programId);\\r\\n return await SignAndSendTransaction(instr, feePayer, signingCallback);\\r\\n }\\r\\n\\r\\n public async Task> SendChopTreeAsync(ChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey feePayer, Func signingCallback, PublicKey programId)\\r\\n {\\r\\n Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.ChopTree(accounts, levelSeed, counter, programId);\\r\\n return await SignAndSendTransaction(instr, feePayer, signingCallback);\\r\\n }\\r\\n\\r\\n public async Task> SendSuperChopTreeAsync(SuperChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey feePayer, Func signingCallback, PublicKey programId)\\r\\n {\\r\\n Solana.Unity.Rpc.Models.TransactionInstruction instr = Program.LumberjackProgram.SuperChopTree(accounts, levelSeed, counter, programId);\\r\\n return await SignAndSendTransaction(instr, feePayer, signingCallback);\\r\\n }\\r\\n\\r\\n protected override Dictionary> BuildErrorsDictionary()\\r\\n {\\r\\n return new Dictionary>{{6000U, new ProgramError(LumberjackErrorKind.NotEnoughEnergy, \\"Not enough energy\\")}, {6001U, new ProgramError(LumberjackErrorKind.WrongAuthority, \\"Wrong Authority\\")}, };\\r\\n }\\r\\n }\\r\\n\\r\\n namespace Program\\r\\n {\\r\\n public class InitPlayerAccounts\\r\\n {\\r\\n public PublicKey Player { get; set; }\\r\\n\\r\\n public PublicKey GameData { get; set; }\\r\\n\\r\\n public PublicKey Signer { get; set; }\\r\\n\\r\\n public PublicKey SystemProgram { get; set; }\\r\\n }\\r\\n\\r\\n public class ChopTreeAccounts\\r\\n {\\r\\n public PublicKey SessionToken { get; set; }\\r\\n\\r\\n public PublicKey Player { get; set; }\\r\\n\\r\\n public PublicKey GameData { get; set; }\\r\\n\\r\\n public PublicKey Signer { get; set; }\\r\\n\\r\\n public PublicKey SystemProgram { get; set; }\\r\\n }\\r\\n\\r\\n public class SuperChopTreeAccounts\\r\\n {\\r\\n public PublicKey SessionToken { get; set; }\\r\\n\\r\\n public PublicKey Player { get; set; }\\r\\n\\r\\n public PublicKey GameData { get; set; }\\r\\n\\r\\n public PublicKey Signer { get; set; }\\r\\n\\r\\n public PublicKey SystemProgram { get; set; }\\r\\n }\\r\\n\\r\\n public static class LumberjackProgram\\r\\n {\\r\\n public static Solana.Unity.Rpc.Models.TransactionInstruction InitPlayer(InitPlayerAccounts accounts, string levelSeed, PublicKey programId)\\r\\n {\\r\\n List keys = new()\\r\\n {Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};\\r\\n byte[] _data = new byte[1200];\\r\\n int offset = 0;\\r\\n _data.WriteU64(4819994211046333298UL, offset);\\r\\n offset += 8;\\r\\n offset += _data.WriteBorshString(levelSeed, offset);\\r\\n byte[] resultData = new byte[offset];\\r\\n Array.Copy(_data, resultData, offset);\\r\\n return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};\\r\\n }\\r\\n\\r\\n public static Solana.Unity.Rpc.Models.TransactionInstruction ChopTree(ChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey programId)\\r\\n {\\r\\n List keys = new()\\r\\n {Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SessionToken == null ? programId : accounts.SessionToken, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};\\r\\n byte[] _data = new byte[1200];\\r\\n int offset = 0;\\r\\n _data.WriteU64(2027946759707441272UL, offset);\\r\\n offset += 8;\\r\\n offset += _data.WriteBorshString(levelSeed, offset);\\r\\n _data.WriteU16(counter, offset);\\r\\n offset += 2;\\r\\n byte[] resultData = new byte[offset];\\r\\n Array.Copy(_data, resultData, offset);\\r\\n return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};\\r\\n }\\r\\n\\r\\n public static Solana.Unity.Rpc.Models.TransactionInstruction SuperChopTree(SuperChopTreeAccounts accounts, string levelSeed, ushort counter, PublicKey programId)\\r\\n {\\r\\n List keys = new()\\r\\n {Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SessionToken == null ? programId : accounts.SessionToken, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Player, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.GameData, false), Solana.Unity.Rpc.Models.AccountMeta.Writable(accounts.Signer, true), Solana.Unity.Rpc.Models.AccountMeta.ReadOnly(accounts.SystemProgram, false)};\\r\\n byte[] _data = new byte[1200];\\r\\n int offset = 0;\\r\\n _data.WriteU64(1750819471606152907UL, offset);\\r\\n offset += 8;\\r\\n offset += _data.WriteBorshString(levelSeed, offset);\\r\\n _data.WriteU16(counter, offset);\\r\\n offset += 2;\\r\\n byte[] resultData = new byte[offset];\\r\\n Array.Copy(_data, resultData, offset);\\r\\n return new Solana.Unity.Rpc.Models.TransactionInstruction{Keys = keys, ProgramId = programId.KeyBytes, Data = resultData};\\r\\n }\\r\\n }\\r\\n }\\r\\n}" } } }, @@ -1075,165 +14984,1320 @@ exports[`preset generator should run successfully 1`] = ` "Ui": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui", "children": { - "BasePopup.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/BasePopup.cs.meta", - "isBinary": true, - "content": null - }, "BasePopup.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/BasePopup.cs", "isBinary": false, - "content": "using Services;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\nnamespace Game.Scripts.Ui\\n{\\n public class BasePopup : MonoBehaviour\\n {\\n public GameObject Root;\\n public Button CloseButton;\\n\\n protected void Awake()\\n {\\n Root.gameObject.SetActive(false);\\n }\\n\\n public virtual void Open(UiService.UiData uiData)\\n {\\n if (CloseButton != null)\\n {\\n CloseButton.onClick.RemoveAllListeners();\\n CloseButton.onClick.AddListener(OnCloseButtonClicked);\\n }\\n\\n Root.gameObject.SetActive(true);\\n }\\n\\n public virtual void Close()\\n {\\n Root.gameObject.SetActive(false);\\n }\\n\\n protected void OnCloseButtonClicked()\\n {\\n Close();\\n }\\n }\\n}" + "content": [ + "using Services;", + "using UnityEngine;", + "using UnityEngine.UI;", + "namespace Game.Scripts.Ui", + "{", + "public class BasePopup : MonoBehaviour", + "{", + "public GameObject Root;", + "public Button CloseButton;", + "protected void Awake()", + "{", + "Root.gameObject.SetActive(false);", + "}", + "public virtual void Open(UiService.UiData uiData)", + "{", + "if (CloseButton != null)", + "{", + "CloseButton.onClick.RemoveAllListeners();", + "CloseButton.onClick.AddListener(OnCloseButtonClicked);", + "}", + "Root.gameObject.SetActive(true);", + "}", + "public virtual void Close()", + "{", + "Root.gameObject.SetActive(false);", + "}", + "protected void OnCloseButtonClicked()", + "{", + "Close();", + "}", + "}", + "}" + ] }, - "GameScreen.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/GameScreen.cs.meta", + "BasePopup.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/BasePopup.cs.meta", "isBinary": true, "content": null }, "GameScreen.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/GameScreen.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing Cysharp.Threading.Tasks;\\nusing DG.Tweening;\\nusing Frictionless;\\nusing Lumberjack.Accounts;\\nusing Solana.Unity.SDK;\\nusing Services;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.SceneManagement;\\nusing UnityEngine.UI;\\n\\n/// \\n/// This is the screen which handles the interaction with the anchor program.\\n/// It checks if there is a game account already and has a button to call a function in the program.\\n/// \\npublic class GameScreen : MonoBehaviour\\n{\\n public Button ChuckWoodSessionButton;\\n public Button NftsButton;\\n public Button InitGameDataButton;\\n\\n public TextMeshProUGUI EnergyAmountText;\\n public TextMeshProUGUI WoodAmountText;\\n public TextMeshProUGUI NextEnergyInText;\\n public TextMeshProUGUI TotalLogAvailableText;\\n\\n public GameObject NotInitializedRoot;\\n public GameObject InitializedRoot;\\n public GameObject ActionFx;\\n public GameObject ActionFxPosition;\\n public GameObject Tree;\\n \\n private Vector3 CharacterStartPosition;\\n private PlayerData currentPlayerData;\\n private GameData currentGameData;\\n \\n void Start()\\n {\\n ChuckWoodSessionButton.onClick.AddListener(OnChuckWoodSessionButtonClicked);\\n NftsButton.onClick.AddListener(OnNftsButtonClicked);\\n InitGameDataButton.onClick.AddListener(OnInitGameDataButtonClicked);\\n CharacterStartPosition = ChuckWoodSessionButton.transform.localPosition;\\n // In case we are not logged in yet load the LoginScene\\n if (Web3.Account == null)\\n {\\n SceneManager.LoadScene(\\"LoginScene\\");\\n return;\\n }\\n StartCoroutine(UpdateNextEnergy());\\n \\n AnchorService.OnPlayerDataChanged += OnPlayerDataChanged;\\n AnchorService.OnGameDataChanged += OnGameDataChanged;\\n AnchorService.OnInitialDataLoaded += UpdateContent;\\n }\\n\\n private void OnDestroy()\\n {\\n AnchorService.OnPlayerDataChanged -= OnPlayerDataChanged;\\n AnchorService.OnGameDataChanged -= OnGameDataChanged;\\n AnchorService.OnInitialDataLoaded -= UpdateContent;\\n }\\n\\n private void OnEnable()\\n {\\n StartCoroutine(UpdateNextEnergy());\\n }\\n\\n private async void OnInitGameDataButtonClicked()\\n {\\n // On local host we probably dont have the session key progeam, but can just sign with the in game wallet instead. \\n await AnchorService.Instance.InitAccounts(!Web3.Rpc.NodeAddress.AbsoluteUri.Contains(\\"localhost\\"));\\n }\\n\\n private void OnNftsButtonClicked()\\n {\\n ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.NftListPopup, new NftListPopupUiData(false, Web3.Wallet));\\n }\\n\\n private IEnumerator UpdateNextEnergy()\\n {\\n while (true)\\n {\\n yield return new WaitForSeconds(1);\\n UpdateContent();\\n }\\n }\\n\\n private void OnPlayerDataChanged(PlayerData playerData)\\n {\\n if (currentPlayerData != null && currentPlayerData.Wood < playerData.Wood)\\n {\\n ChuckWoodSessionButton.transform.DOLocalMove(CharacterStartPosition, 0.2f);\\n }\\n\\n currentPlayerData = playerData;\\n UpdateContent();\\n }\\n\\n private void OnGameDataChanged(GameData gameData)\\n {\\n if (currentGameData != null && currentGameData.TotalWoodCollected != gameData.TotalWoodCollected)\\n {\\n Tree.transform.DOKill();\\n Tree.transform.localScale = Vector3.one;\\n Tree.transform.DOPunchScale(Vector3.one * 0.1f, 0.1f);\\n Instantiate(ActionFx, ActionFxPosition.transform.position, Quaternion.identity);\\n }\\n\\n var totalLogAvailable = AnchorService.MAX_WOOD_PER_TREE - gameData.TotalWoodCollected;\\n TotalLogAvailableText.text = totalLogAvailable + \\" Wood available.\\";\\n currentGameData = gameData;\\n }\\n\\n private void UpdateContent()\\n {\\n var isInitialized = AnchorService.Instance.IsInitialized();\\n NotInitializedRoot.SetActive(!isInitialized);\\n InitGameDataButton.gameObject.SetActive(!isInitialized && AnchorService.Instance.CurrentPlayerData == null);\\n InitializedRoot.SetActive(isInitialized);\\n\\n if (AnchorService.Instance.CurrentPlayerData == null)\\n {\\n return;\\n }\\n \\n var lastLoginTime = AnchorService.Instance.CurrentPlayerData.LastLogin;\\n var timePassed = DateTimeOffset.UtcNow.ToUnixTimeSeconds() - lastLoginTime;\\n \\n while (\\n timePassed >= AnchorService.TIME_TO_REFILL_ENERGY &&\\n AnchorService.Instance.CurrentPlayerData.Energy < AnchorService.MAX_ENERGY\\n ) {\\n AnchorService.Instance.CurrentPlayerData.Energy += 1;\\n AnchorService.Instance.CurrentPlayerData.LastLogin += AnchorService.TIME_TO_REFILL_ENERGY;\\n timePassed -= AnchorService.TIME_TO_REFILL_ENERGY;\\n }\\n\\n var timeUntilNextRefill = AnchorService.TIME_TO_REFILL_ENERGY - timePassed;\\n\\n if (timeUntilNextRefill > 0)\\n {\\n NextEnergyInText.text = timeUntilNextRefill.ToString();\\n }\\n else\\n {\\n NextEnergyInText.text = \\"\\";\\n }\\n \\n EnergyAmountText.text = AnchorService.Instance.CurrentPlayerData.Energy.ToString();\\n WoodAmountText.text = AnchorService.Instance.CurrentPlayerData.Wood.ToString();\\n }\\n\\n private void OnChuckWoodSessionButtonClicked()\\n {\\n ChuckWoodSessionButton.transform.localPosition = CharacterStartPosition;\\n ChuckWoodSessionButton.transform.DOLocalMove(CharacterStartPosition + Vector3.up * 10, 0.3f);\\n AnchorService.Instance.ChopTree(!Web3.Rpc.NodeAddress.AbsoluteUri.Contains(\\"localhost\\"), () =>\\n {\\n // Do something with the result. The websocket update in onPlayerDataChanged will come a bit earlier\\n });\\n }\\n}\\n" + "content": [ + "using System;", + "using System.Collections;", + "using Cysharp.Threading.Tasks;", + "using DG.Tweening;", + "using Frictionless;", + "using Lumberjack.Accounts;", + "using Solana.Unity.SDK;", + "using Services;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.SceneManagement;", + "using UnityEngine.UI;", + "/// ", + "/// This is the screen which handles the interaction with the anchor program.", + "/// It checks if there is a game account already and has a button to call a function in the program.", + "/// ", + "public class GameScreen : MonoBehaviour", + "{", + "public Button ChuckWoodSessionButton;", + "public Button NftsButton;", + "public Button InitGameDataButton;", + "public TextMeshProUGUI EnergyAmountText;", + "public TextMeshProUGUI WoodAmountText;", + "public TextMeshProUGUI NextEnergyInText;", + "public TextMeshProUGUI TotalLogAvailableText;", + "public GameObject NotInitializedRoot;", + "public GameObject InitializedRoot;", + "public GameObject ActionFx;", + "public GameObject ActionFxPosition;", + "public GameObject Tree;", + "private Vector3 CharacterStartPosition;", + "private PlayerData currentPlayerData;", + "private GameData currentGameData;", + "void Start()", + "{", + "ChuckWoodSessionButton.onClick.AddListener(OnChuckWoodSessionButtonClicked);", + "NftsButton.onClick.AddListener(OnNftsButtonClicked);", + "InitGameDataButton.onClick.AddListener(OnInitGameDataButtonClicked);", + "CharacterStartPosition = ChuckWoodSessionButton.transform.localPosition;", + "// In case we are not logged in yet load the LoginScene", + "if (Web3.Account == null)", + "{", + "SceneManager.LoadScene(\\"LoginScene\\");", + "return;", + "}", + "StartCoroutine(UpdateNextEnergy());", + "AnchorService.OnPlayerDataChanged += OnPlayerDataChanged;", + "AnchorService.OnGameDataChanged += OnGameDataChanged;", + "AnchorService.OnInitialDataLoaded += UpdateContent;", + "}", + "private void OnDestroy()", + "{", + "AnchorService.OnPlayerDataChanged -= OnPlayerDataChanged;", + "AnchorService.OnGameDataChanged -= OnGameDataChanged;", + "AnchorService.OnInitialDataLoaded -= UpdateContent;", + "}", + "private void OnEnable()", + "{", + "StartCoroutine(UpdateNextEnergy());", + "}", + "private async void OnInitGameDataButtonClicked()", + "{", + "// On local host we probably dont have the session key progeam, but can just sign with the in game wallet instead.", + "await AnchorService.Instance.InitAccounts(!Web3.Rpc.NodeAddress.AbsoluteUri.Contains(\\"localhost\\"));", + "}", + "private void OnNftsButtonClicked()", + "{", + "ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.NftListPopup, new NftListPopupUiData(false, Web3.Wallet));", + "}", + "private IEnumerator UpdateNextEnergy()", + "{", + "while (true)", + "{", + "yield return new WaitForSeconds(1);", + "UpdateContent();", + "}", + "}", + "private void OnPlayerDataChanged(PlayerData playerData)", + "{", + "if (currentPlayerData != null && currentPlayerData.Wood < playerData.Wood)", + "{", + "ChuckWoodSessionButton.transform.DOLocalMove(CharacterStartPosition, 0.2f);", + "}", + "currentPlayerData = playerData;", + "UpdateContent();", + "}", + "private void OnGameDataChanged(GameData gameData)", + "{", + "if (currentGameData != null && currentGameData.TotalWoodCollected != gameData.TotalWoodCollected)", + "{", + "Tree.transform.DOKill();", + "Tree.transform.localScale = Vector3.one;", + "Tree.transform.DOPunchScale(Vector3.one * 0.1f, 0.1f);", + "Instantiate(ActionFx, ActionFxPosition.transform.position, Quaternion.identity);", + "}", + "var totalLogAvailable = AnchorService.MAX_WOOD_PER_TREE - gameData.TotalWoodCollected;", + "TotalLogAvailableText.text = totalLogAvailable + \\" Wood available.\\";", + "currentGameData = gameData;", + "}", + "private void UpdateContent()", + "{", + "var isInitialized = AnchorService.Instance.IsInitialized();", + "NotInitializedRoot.SetActive(!isInitialized);", + "InitGameDataButton.gameObject.SetActive(!isInitialized && AnchorService.Instance.CurrentPlayerData == null);", + "InitializedRoot.SetActive(isInitialized);", + "if (AnchorService.Instance.CurrentPlayerData == null)", + "{", + "return;", + "}", + "var lastLoginTime = AnchorService.Instance.CurrentPlayerData.LastLogin;", + "var timePassed = DateTimeOffset.UtcNow.ToUnixTimeSeconds() - lastLoginTime;", + "while (", + "timePassed >= AnchorService.TIME_TO_REFILL_ENERGY &&", + "AnchorService.Instance.CurrentPlayerData.Energy < AnchorService.MAX_ENERGY", + ") {", + "AnchorService.Instance.CurrentPlayerData.Energy += 1;", + "AnchorService.Instance.CurrentPlayerData.LastLogin += AnchorService.TIME_TO_REFILL_ENERGY;", + "timePassed -= AnchorService.TIME_TO_REFILL_ENERGY;", + "}", + "var timeUntilNextRefill = AnchorService.TIME_TO_REFILL_ENERGY - timePassed;", + "if (timeUntilNextRefill > 0)", + "{", + "NextEnergyInText.text = timeUntilNextRefill.ToString();", + "}", + "else", + "{", + "NextEnergyInText.text = \\"\\";", + "}", + "EnergyAmountText.text = AnchorService.Instance.CurrentPlayerData.Energy.ToString();", + "WoodAmountText.text = AnchorService.Instance.CurrentPlayerData.Wood.ToString();", + "}", + "private void OnChuckWoodSessionButtonClicked()", + "{", + "ChuckWoodSessionButton.transform.localPosition = CharacterStartPosition;", + "ChuckWoodSessionButton.transform.DOLocalMove(CharacterStartPosition + Vector3.up * 10, 0.3f);", + "AnchorService.Instance.ChopTree(!Web3.Rpc.NodeAddress.AbsoluteUri.Contains(\\"localhost\\"), () =>", + "{", + "// Do something with the result. The websocket update in onPlayerDataChanged will come a bit earlier", + "});", + "}", + "}" + ] }, - "InteractionBlocker.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/InteractionBlocker.cs.meta", + "GameScreen.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/GameScreen.cs.meta", "isBinary": true, "content": null }, "InteractionBlocker.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/InteractionBlocker.cs", "isBinary": false, - "content": "using TMPro;\\nusing UnityEngine;\\n\\npublic class InteractionBlocker : MonoBehaviour\\n{\\n public GameObject BlockingSpinner;\\n public GameObject NonBlocking;\\n public TextMeshProUGUI CurrentTransactionsInProgress;\\n public TextMeshProUGUI LastTransactionTimeText;\\n public TextMeshProUGUI LastError;\\n \\n void Update()\\n {\\n if (AnchorService.Instance == null)\\n {\\n return;\\n }\\n BlockingSpinner.gameObject.SetActive(AnchorService.Instance.IsAnyBlockingTransactionInProgress);\\n NonBlocking.gameObject.SetActive(AnchorService.Instance.IsAnyNonBlockingTransactionInProgress);\\n CurrentTransactionsInProgress.text = (AnchorService.Instance.BlockingTransactionsInProgress +\\n AnchorService.Instance.NonBlockingTransactionsInProgress).ToString();\\n LastTransactionTimeText.text = $\\"Last took: {AnchorService.Instance.LastTransactionTimeInMs}ms\\";\\n LastError.text = AnchorService.Instance.LastError;\\n }\\n}\\n" + "content": [ + "using TMPro;", + "using UnityEngine;", + "public class InteractionBlocker : MonoBehaviour", + "{", + "public GameObject BlockingSpinner;", + "public GameObject NonBlocking;", + "public TextMeshProUGUI CurrentTransactionsInProgress;", + "public TextMeshProUGUI LastTransactionTimeText;", + "public TextMeshProUGUI LastError;", + "void Update()", + "{", + "if (AnchorService.Instance == null)", + "{", + "return;", + "}", + "BlockingSpinner.gameObject.SetActive(AnchorService.Instance.IsAnyBlockingTransactionInProgress);", + "NonBlocking.gameObject.SetActive(AnchorService.Instance.IsAnyNonBlockingTransactionInProgress);", + "CurrentTransactionsInProgress.text = (AnchorService.Instance.BlockingTransactionsInProgress +", + "AnchorService.Instance.NonBlockingTransactionsInProgress).ToString();", + "LastTransactionTimeText.text = $\\"Last took: {AnchorService.Instance.LastTransactionTimeInMs}ms\\";", + "LastError.text = AnchorService.Instance.LastError;", + "}", + "}" + ] }, - "LoginScreen.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/LoginScreen.cs.meta", + "InteractionBlocker.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/InteractionBlocker.cs.meta", "isBinary": true, "content": null }, "LoginScreen.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/LoginScreen.cs", "isBinary": false, - "content": "using System;\\nusing Lumberjack.Accounts;\\nusing Solana.Unity.SDK;\\nusing Solana.Unity.Wallet.Bip39;\\nusing UnityEngine;\\nusing UnityEngine.SceneManagement;\\nusing UnityEngine.UI;\\n\\n/// \\n/// Handles the connection to the players wallet.\\n/// \\npublic class LoginScreen : MonoBehaviour\\n{\\n public Button LoginButton;\\n public Button LoginWalletAdapterButton;\\n \\n void Start()\\n {\\n LoginButton.onClick.AddListener(OnEditorLoginClicked);\\n LoginWalletAdapterButton.onClick.AddListener(OnLoginWalletAdapterButtonClicked);\\n AnchorService.OnPlayerDataChanged += OnPlayerDataChanged;\\n AnchorService.OnInitialDataLoaded += UpdateContent;\\n }\\n\\n private void OnDestroy()\\n {\\n AnchorService.OnPlayerDataChanged -= OnPlayerDataChanged;\\n AnchorService.OnInitialDataLoaded -= UpdateContent;\\n }\\n\\n private async void OnLoginWalletAdapterButtonClicked()\\n {\\n await Web3.Instance.LoginWalletAdapter();\\n }\\n\\n private void OnPlayerDataChanged(PlayerData playerData)\\n {\\n UpdateContent();\\n }\\n\\n private void UpdateContent()\\n {\\n if (Web3.Account != null)\\n {\\n SceneManager.LoadScene(\\"GameScene\\");\\n }\\n }\\n\\n private async void OnEditorLoginClicked()\\n {\\n var newMnemonic = new Mnemonic(WordList.English, WordCount.Twelve);\\n\\n // Dont use this one for production. Its only ment for editor login\\n var account = await Web3.Instance.LoginInGameWallet(\\"1234\\") ??\\n await Web3.Instance.CreateAccount(newMnemonic.ToString(), \\"1234\\");\\n }\\n}\\n" + "content": [ + "using System;", + "using Lumberjack.Accounts;", + "using Solana.Unity.SDK;", + "using Solana.Unity.Wallet.Bip39;", + "using UnityEngine;", + "using UnityEngine.SceneManagement;", + "using UnityEngine.UI;", + "/// ", + "/// Handles the connection to the players wallet.", + "/// ", + "public class LoginScreen : MonoBehaviour", + "{", + "public Button LoginButton;", + "public Button LoginWalletAdapterButton;", + "void Start()", + "{", + "LoginButton.onClick.AddListener(OnEditorLoginClicked);", + "LoginWalletAdapterButton.onClick.AddListener(OnLoginWalletAdapterButtonClicked);", + "AnchorService.OnPlayerDataChanged += OnPlayerDataChanged;", + "AnchorService.OnInitialDataLoaded += UpdateContent;", + "}", + "private void OnDestroy()", + "{", + "AnchorService.OnPlayerDataChanged -= OnPlayerDataChanged;", + "AnchorService.OnInitialDataLoaded -= UpdateContent;", + "}", + "private async void OnLoginWalletAdapterButtonClicked()", + "{", + "await Web3.Instance.LoginWalletAdapter();", + "}", + "private void OnPlayerDataChanged(PlayerData playerData)", + "{", + "UpdateContent();", + "}", + "private void UpdateContent()", + "{", + "if (Web3.Account != null)", + "{", + "SceneManager.LoadScene(\\"GameScene\\");", + "}", + "}", + "private async void OnEditorLoginClicked()", + "{", + "var newMnemonic = new Mnemonic(WordList.English, WordCount.Twelve);", + "// Dont use this one for production. Its only ment for editor login", + "var account = await Web3.Instance.LoginInGameWallet(\\"1234\\") ??", + "await Web3.Instance.CreateAccount(newMnemonic.ToString(), \\"1234\\");", + "}", + "}" + ] }, - "NftContextMenu.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftContextMenu.cs.meta", + "LoginScreen.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/LoginScreen.cs.meta", "isBinary": true, "content": null }, "NftContextMenu.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftContextMenu.cs", "isBinary": false, - "content": "using System;\\nusing Frictionless;\\nusing Services;\\nusing Solana.Unity.SDK.Nft;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// When clicking a Nft this context menu opens and shows some information about the Nft\\n /// \\n public class NftContextMenu : MonoBehaviour\\n {\\n public GameObject Root;\\n public Button CloseButton;\\n public TextMeshProUGUI NftNameText;\\n public Button SelectButton;\\n public Button TransferButton;\\n public Nft currentNft;\\n private Action onNftSelected;\\n\\n private void Awake()\\n {\\n ServiceFactory.RegisterSingleton(this);\\n Root.gameObject.SetActive(false);\\n CloseButton.onClick.AddListener(OnCloseButtonClicked);\\n SelectButton.onClick.AddListener(OnSelectClicked);\\n TransferButton.onClick.AddListener(OnTransferClicked);\\n }\\n\\n private void OnTransferClicked()\\n {\\n //ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.TransferNftPopup, new TransferNftPopupUiData(currentNft));\\n Close();\\n }\\n\\n private void OnSelectClicked()\\n {\\n ServiceFactory.Resolve().SelectNft(currentNft);\\n Debug.Log($\\"{currentNft.metaplexData.data.offchainData.name} selected\\");\\n onNftSelected?.Invoke(currentNft);\\n Close();\\n }\\n\\n private void OnCloseButtonClicked()\\n {\\n Close();\\n }\\n\\n private void Close()\\n {\\n Root.gameObject.SetActive(false);\\n }\\n\\n public void Open(NftItemView nftItemView, Action onNftSelected)\\n {\\n this.onNftSelected = onNftSelected;\\n currentNft = nftItemView.CurrentMetaPlexNFt;\\n Root.gameObject.SetActive(true);\\n NftNameText.text = nftItemView.CurrentMetaPlexNFt.metaplexData.data.offchainData.name;\\n transform.position = nftItemView.transform.position;\\n }\\n }\\n}" + "content": [ + "using System;", + "using Frictionless;", + "using Services;", + "using Solana.Unity.SDK.Nft;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.UI;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// When clicking a Nft this context menu opens and shows some information about the Nft", + "/// ", + "public class NftContextMenu : MonoBehaviour", + "{", + "public GameObject Root;", + "public Button CloseButton;", + "public TextMeshProUGUI NftNameText;", + "public Button SelectButton;", + "public Button TransferButton;", + "public Nft currentNft;", + "private Action onNftSelected;", + "private void Awake()", + "{", + "ServiceFactory.RegisterSingleton(this);", + "Root.gameObject.SetActive(false);", + "CloseButton.onClick.AddListener(OnCloseButtonClicked);", + "SelectButton.onClick.AddListener(OnSelectClicked);", + "TransferButton.onClick.AddListener(OnTransferClicked);", + "}", + "private void OnTransferClicked()", + "{", + "//ServiceFactory.Resolve().OpenPopup(UiService.ScreenType.TransferNftPopup, new TransferNftPopupUiData(currentNft));", + "Close();", + "}", + "private void OnSelectClicked()", + "{", + "ServiceFactory.Resolve().SelectNft(currentNft);", + "Debug.Log($\\"{currentNft.metaplexData.data.offchainData.name} selected\\");", + "onNftSelected?.Invoke(currentNft);", + "Close();", + "}", + "private void OnCloseButtonClicked()", + "{", + "Close();", + "}", + "private void Close()", + "{", + "Root.gameObject.SetActive(false);", + "}", + "public void Open(NftItemView nftItemView, Action onNftSelected)", + "{", + "this.onNftSelected = onNftSelected;", + "currentNft = nftItemView.CurrentMetaPlexNFt;", + "Root.gameObject.SetActive(true);", + "NftNameText.text = nftItemView.CurrentMetaPlexNFt.metaplexData.data.offchainData.name;", + "transform.position = nftItemView.transform.position;", + "}", + "}", + "}" + ] }, - "NftItemListView.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemListView.cs.meta", + "NftContextMenu.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftContextMenu.cs.meta", "isBinary": true, "content": null }, "NftItemListView.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemListView.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections.Generic;\\nusing Frictionless;\\nusing Game.Scripts.Ui;\\nusing Solana.Unity.SDK.Nft;\\nusing Services;\\nusing UnityEngine;\\n\\n// Shows a list of all nfts in the NftService\\npublic class NftItemListView : MonoBehaviour\\n{\\n public GameObject ItemRoot;\\n public NftItemView itemPrefab;\\n public string FilterSymbol;\\n public string BlackList;\\n\\n private List allNftItemViews = new List();\\n private Action onNftSelected;\\n\\n public void OnEnable()\\n {\\n UpdateContent();\\n }\\n\\n public void Start()\\n {\\n MessageRouter.AddHandler(OnNFtSelectedMessage);\\n }\\n\\n public void SetData(Action onNftSelected)\\n {\\n this.onNftSelected = onNftSelected;\\n }\\n\\n private void OnNFtSelectedMessage(NftSelectedMessage message)\\n {\\n UpdateContent();\\n }\\n\\n public void UpdateContent()\\n {\\n var nftService = ServiceFactory.Resolve();\\n if (nftService == null)\\n {\\n return;\\n }\\n\\n foreach (Nft nft in nftService.LoadedNfts)\\n {\\n AddNFt(nft);\\n }\\n\\n List notExistingNfts = new List();\\n foreach (NftItemView nftItemView in allNftItemViews)\\n {\\n bool existsInWallet = false;\\n foreach (Nft walletNft in nftService.LoadedNfts)\\n {\\n if (nftItemView.CurrentMetaPlexNFt.metaplexData.data.mint == walletNft.metaplexData.data.mint)\\n {\\n existsInWallet = true;\\n break;\\n }\\n }\\n\\n if (!existsInWallet)\\n {\\n notExistingNfts.Add(nftItemView);\\n }\\n }\\n\\n for (var index = notExistingNfts.Count - 1; index >= 0; index--)\\n {\\n var nftView = notExistingNfts[index];\\n allNftItemViews.Remove(nftView);\\n Destroy(nftView.gameObject);\\n }\\n }\\n\\n public void AddNFt(Nft metaPlexNFt)\\n {\\n foreach (var nft in allNftItemViews)\\n {\\n if (nft.CurrentMetaPlexNFt.metaplexData.data.mint == metaPlexNFt.metaplexData.data.mint)\\n {\\n nft.SetData(metaPlexNFt, OnItemClicked);\\n return;\\n }\\n }\\n\\n InstantiateListNftItem(metaPlexNFt);\\n }\\n\\n private void InstantiateListNftItem(Nft nft)\\n {\\n if (string.IsNullOrEmpty(nft.metaplexData.data.mint))\\n {\\n return;\\n }\\n\\n if (!string.IsNullOrEmpty(FilterSymbol) && nft.metaplexData.data.offchainData.symbol != FilterSymbol)\\n {\\n return;\\n }\\n\\n if (!string.IsNullOrEmpty(BlackList) && nft.metaplexData.data.offchainData.symbol == BlackList)\\n {\\n return;\\n }\\n\\n NftItemView nftItemView = Instantiate(itemPrefab, ItemRoot.transform);\\n nftItemView.SetData(nft, OnItemClicked);\\n allNftItemViews.Add(nftItemView);\\n }\\n\\n private void OnItemClicked(NftItemView itemView)\\n {\\n ServiceFactory.Resolve().Open(itemView, onNftSelected);\\n }\\n}\\n" + "content": [ + "using System;", + "using System.Collections.Generic;", + "using Frictionless;", + "using Game.Scripts.Ui;", + "using Solana.Unity.SDK.Nft;", + "using Services;", + "using UnityEngine;", + "// Shows a list of all nfts in the NftService", + "public class NftItemListView : MonoBehaviour", + "{", + "public GameObject ItemRoot;", + "public NftItemView itemPrefab;", + "public string FilterSymbol;", + "public string BlackList;", + "private List allNftItemViews = new List();", + "private Action onNftSelected;", + "public void OnEnable()", + "{", + "UpdateContent();", + "}", + "public void Start()", + "{", + "MessageRouter.AddHandler(OnNFtSelectedMessage);", + "}", + "public void SetData(Action onNftSelected)", + "{", + "this.onNftSelected = onNftSelected;", + "}", + "private void OnNFtSelectedMessage(NftSelectedMessage message)", + "{", + "UpdateContent();", + "}", + "public void UpdateContent()", + "{", + "var nftService = ServiceFactory.Resolve();", + "if (nftService == null)", + "{", + "return;", + "}", + "foreach (Nft nft in nftService.LoadedNfts)", + "{", + "AddNFt(nft);", + "}", + "List notExistingNfts = new List();", + "foreach (NftItemView nftItemView in allNftItemViews)", + "{", + "bool existsInWallet = false;", + "foreach (Nft walletNft in nftService.LoadedNfts)", + "{", + "if (nftItemView.CurrentMetaPlexNFt.metaplexData.data.mint == walletNft.metaplexData.data.mint)", + "{", + "existsInWallet = true;", + "break;", + "}", + "}", + "if (!existsInWallet)", + "{", + "notExistingNfts.Add(nftItemView);", + "}", + "}", + "for (var index = notExistingNfts.Count - 1; index >= 0; index--)", + "{", + "var nftView = notExistingNfts[index];", + "allNftItemViews.Remove(nftView);", + "Destroy(nftView.gameObject);", + "}", + "}", + "public void AddNFt(Nft metaPlexNFt)", + "{", + "foreach (var nft in allNftItemViews)", + "{", + "if (nft.CurrentMetaPlexNFt.metaplexData.data.mint == metaPlexNFt.metaplexData.data.mint)", + "{", + "nft.SetData(metaPlexNFt, OnItemClicked);", + "return;", + "}", + "}", + "InstantiateListNftItem(metaPlexNFt);", + "}", + "private void InstantiateListNftItem(Nft nft)", + "{", + "if (string.IsNullOrEmpty(nft.metaplexData.data.mint))", + "{", + "return;", + "}", + "if (!string.IsNullOrEmpty(FilterSymbol) && nft.metaplexData.data.offchainData.symbol != FilterSymbol)", + "{", + "return;", + "}", + "if (!string.IsNullOrEmpty(BlackList) && nft.metaplexData.data.offchainData.symbol == BlackList)", + "{", + "return;", + "}", + "NftItemView nftItemView = Instantiate(itemPrefab, ItemRoot.transform);", + "nftItemView.SetData(nft, OnItemClicked);", + "allNftItemViews.Add(nftItemView);", + "}", + "private void OnItemClicked(NftItemView itemView)", + "{", + "ServiceFactory.Resolve().Open(itemView, onNftSelected);", + "}", + "}" + ] }, - "NftItemView.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemView.cs.meta", + "NftItemListView.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemListView.cs.meta", "isBinary": true, "content": null }, "NftItemView.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemView.cs", "isBinary": false, - "content": "using System;\\nusing Frictionless;\\nusing Services;\\nusing Solana.Unity.SDK.Nft;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// Show the image of a given Nft and can have a click handler\\n /// \\n public class NftItemView : MonoBehaviour\\n {\\n public Nft CurrentMetaPlexNFt;\\n public RawImage Icon;\\n public TextMeshProUGUI Headline;\\n public TextMeshProUGUI Description;\\n public Button Button;\\n public GameObject SelectionGameObject;\\n public GameObject IsLoadingDataRoot;\\n public GameObject LoadingErrorRoot;\\n\\n private Action onButtonClickedAction;\\n\\n public void SetData(Nft nft, Action onButtonClicked)\\n {\\n if (nft == null)\\n {\\n return;\\n }\\n\\n CurrentMetaPlexNFt = nft;\\n Icon.gameObject.SetActive(false);\\n LoadingErrorRoot.gameObject.SetActive(false);\\n IsLoadingDataRoot.gameObject.SetActive(true);\\n\\n IsLoadingDataRoot.gameObject.SetActive(false);\\n\\n if (nft.metaplexData.nftImage != null)\\n {\\n Icon.gameObject.SetActive(true);\\n Icon.texture = nft.metaplexData.nftImage.file;\\n }\\n\\n var nftService = ServiceFactory.Resolve();\\n \\n SelectionGameObject.gameObject.SetActive(nftService.IsNftSelected(nft));\\n \\n if (nft.metaplexData.data.offchainData != null)\\n {\\n Description.text = nft.metaplexData.data.offchainData.description;\\n Headline.text = nft.metaplexData.data.offchainData.name;\\n }\\n \\n Button.onClick.AddListener(OnButtonClicked);\\n onButtonClickedAction = onButtonClicked;\\n }\\n\\n private void OnButtonClicked()\\n {\\n onButtonClickedAction?.Invoke(this);\\n }\\n }\\n}" + "content": [ + "using System;", + "using Frictionless;", + "using Services;", + "using Solana.Unity.SDK.Nft;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.UI;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// Show the image of a given Nft and can have a click handler", + "/// ", + "public class NftItemView : MonoBehaviour", + "{", + "public Nft CurrentMetaPlexNFt;", + "public RawImage Icon;", + "public TextMeshProUGUI Headline;", + "public TextMeshProUGUI Description;", + "public Button Button;", + "public GameObject SelectionGameObject;", + "public GameObject IsLoadingDataRoot;", + "public GameObject LoadingErrorRoot;", + "private Action onButtonClickedAction;", + "public void SetData(Nft nft, Action onButtonClicked)", + "{", + "if (nft == null)", + "{", + "return;", + "}", + "CurrentMetaPlexNFt = nft;", + "Icon.gameObject.SetActive(false);", + "LoadingErrorRoot.gameObject.SetActive(false);", + "IsLoadingDataRoot.gameObject.SetActive(true);", + "IsLoadingDataRoot.gameObject.SetActive(false);", + "if (nft.metaplexData.nftImage != null)", + "{", + "Icon.gameObject.SetActive(true);", + "Icon.texture = nft.metaplexData.nftImage.file;", + "}", + "var nftService = ServiceFactory.Resolve();", + "SelectionGameObject.gameObject.SetActive(nftService.IsNftSelected(nft));", + "if (nft.metaplexData.data.offchainData != null)", + "{", + "Description.text = nft.metaplexData.data.offchainData.description;", + "Headline.text = nft.metaplexData.data.offchainData.name;", + "}", + "Button.onClick.AddListener(OnButtonClicked);", + "onButtonClickedAction = onButtonClicked;", + "}", + "private void OnButtonClicked()", + "{", + "onButtonClickedAction?.Invoke(this);", + "}", + "}", + "}" + ] }, - "NftListPopup.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopup.cs.meta", + "NftItemView.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftItemView.cs.meta", "isBinary": true, "content": null }, "NftListPopup.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopup.cs", "isBinary": false, - "content": "using Frictionless;\\nusing Game.Scripts.Ui;\\nusing Services;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\n/// \\n/// Screen that loads all NFTs when opened\\n/// \\npublic class NftListPopup : BasePopup\\n{\\n public Button GetNFtsDataButton;\\n public Button MintInAppButton;\\n public NftItemListView NftItemListView;\\n public GameObject YouDontOwnANftOfCollectionRoot;\\n public GameObject YouOwnANftOfCollectionRoot;\\n public GameObject LoadingSpinner;\\n public GameObject MinitingBlocker;\\n\\n void Start()\\n {\\n GetNFtsDataButton.onClick.AddListener(OnGetNftButtonClicked);\\n MintInAppButton.onClick.AddListener(OnMintInAppButtonClicked);\\n \\n MessageRouter\\n .AddHandler(OnNftLoadingStartedMessage);\\n MessageRouter\\n .AddHandler(OnNftLoadingFinishedMessage);\\n MessageRouter\\n .AddHandler(OnNftLoadedMessage);\\n MessageRouter\\n .AddHandler(OnNftMintFinishedMessage);\\n MessageRouter\\n .AddHandler(OnNftSelectedMessage);\\n }\\n\\n private void OnNftSelectedMessage(NftSelectedMessage obj)\\n {\\n Close();\\n }\\n\\n public override void Open(UiService.UiData uiData)\\n {\\n var nftListPopupUiData = (uiData as NftListPopupUiData);\\n\\n if (nftListPopupUiData == null)\\n {\\n Debug.LogError(\\"Wrong ui data for nft list popup\\");\\n return;\\n }\\n\\n NftItemListView.UpdateContent();\\n NftItemListView.SetData(nft =>\\n {\\n // when an nft was selected we want to close the popup so we can start the game.\\n Close();\\n });\\n \\n UpdateOwnCollectionStatus();\\n base.Open(uiData);\\n }\\n\\n private async void OnMintInAppButtonClicked()\\n {\\n if (MinitingBlocker != null)\\n {\\n MinitingBlocker.gameObject.SetActive(true);\\n }\\n\\n // Mint a pirate ship\\n var signature = await ServiceFactory.Resolve()\\n .MintNftWithMetaData(\\n \\"https://shdw-drive.genesysgo.net/QZNGUVnJgkw6sGQddwZVZkhyUWSUXAjXF9HQAjiVZ55/DummyPirateShipMetaData.json\\",\\n \\"Simple Pirate Ship\\", \\"Pirate\\", success=>\\n {\\n if (MinitingBlocker != null)\\n {\\n MinitingBlocker.gameObject.SetActive(false);\\n }\\n\\n if (success)\\n {\\n RequestNfts(); \\n }\\n });\\n Debug.Log(\\"Mint signature: \\" + signature);\\n }\\n\\n private void OnNftLoadedMessage(NftLoadedMessage message)\\n {\\n NftItemListView.AddNFt(message.Nft);\\n UpdateOwnCollectionStatus();\\n }\\n\\n private bool UpdateOwnCollectionStatus()\\n {\\n var nftService = ServiceFactory.Resolve();\\n bool ownsAndNftOfAuthority = nftService.OwnsNftByCreator(NftService.NftCreator);\\n YouDontOwnANftOfCollectionRoot.gameObject.SetActive(!ownsAndNftOfAuthority);\\n YouOwnANftOfCollectionRoot.gameObject.SetActive(ownsAndNftOfAuthority);\\n return ownsAndNftOfAuthority;\\n }\\n\\n private void OnGetNftButtonClicked()\\n {\\n RequestNfts();\\n }\\n\\n private void OnNftLoadingStartedMessage(NftLoadingStartedMessage message)\\n {\\n GetNFtsDataButton.interactable = false;\\n }\\n\\n private void OnNftLoadingFinishedMessage(NftLoadingFinishedMessage message)\\n {\\n NftItemListView.UpdateContent();\\n }\\n\\n private void OnNftMintFinishedMessage(NftMintFinishedMessage message)\\n {\\n RequestNfts();\\n }\\n\\n private void Update()\\n {\\n var nftService = ServiceFactory.Resolve();\\n if (nftService != null)\\n {\\n GetNFtsDataButton.interactable = !nftService.IsLoadingTokenAccounts;\\n LoadingSpinner.gameObject.SetActive(nftService.IsLoadingTokenAccounts);\\n }\\n }\\n\\n private void RequestNfts()\\n {\\n ServiceFactory.Resolve().LoadNfts();\\n }\\n}\\n" + "content": [ + "using Frictionless;", + "using Game.Scripts.Ui;", + "using Services;", + "using UnityEngine;", + "using UnityEngine.UI;", + "/// ", + "/// Screen that loads all NFTs when opened", + "/// ", + "public class NftListPopup : BasePopup", + "{", + "public Button GetNFtsDataButton;", + "public Button MintInAppButton;", + "public NftItemListView NftItemListView;", + "public GameObject YouDontOwnANftOfCollectionRoot;", + "public GameObject YouOwnANftOfCollectionRoot;", + "public GameObject LoadingSpinner;", + "public GameObject MinitingBlocker;", + "void Start()", + "{", + "GetNFtsDataButton.onClick.AddListener(OnGetNftButtonClicked);", + "MintInAppButton.onClick.AddListener(OnMintInAppButtonClicked);", + "MessageRouter", + ".AddHandler(OnNftLoadingStartedMessage);", + "MessageRouter", + ".AddHandler(OnNftLoadingFinishedMessage);", + "MessageRouter", + ".AddHandler(OnNftLoadedMessage);", + "MessageRouter", + ".AddHandler(OnNftMintFinishedMessage);", + "MessageRouter", + ".AddHandler(OnNftSelectedMessage);", + "}", + "private void OnNftSelectedMessage(NftSelectedMessage obj)", + "{", + "Close();", + "}", + "public override void Open(UiService.UiData uiData)", + "{", + "var nftListPopupUiData = (uiData as NftListPopupUiData);", + "if (nftListPopupUiData == null)", + "{", + "Debug.LogError(\\"Wrong ui data for nft list popup\\");", + "return;", + "}", + "NftItemListView.UpdateContent();", + "NftItemListView.SetData(nft =>", + "{", + "// when an nft was selected we want to close the popup so we can start the game.", + "Close();", + "});", + "UpdateOwnCollectionStatus();", + "base.Open(uiData);", + "}", + "private async void OnMintInAppButtonClicked()", + "{", + "if (MinitingBlocker != null)", + "{", + "MinitingBlocker.gameObject.SetActive(true);", + "}", + "// Mint a pirate ship", + "var signature = await ServiceFactory.Resolve()", + ".MintNftWithMetaData(", + "\\"https://shdw-drive.genesysgo.net/QZNGUVnJgkw6sGQddwZVZkhyUWSUXAjXF9HQAjiVZ55/DummyPirateShipMetaData.json\\",", + "\\"Simple Pirate Ship\\", \\"Pirate\\", success=>", + "{", + "if (MinitingBlocker != null)", + "{", + "MinitingBlocker.gameObject.SetActive(false);", + "}", + "if (success)", + "{", + "RequestNfts();", + "}", + "});", + "Debug.Log(\\"Mint signature: \\" + signature);", + "}", + "private void OnNftLoadedMessage(NftLoadedMessage message)", + "{", + "NftItemListView.AddNFt(message.Nft);", + "UpdateOwnCollectionStatus();", + "}", + "private bool UpdateOwnCollectionStatus()", + "{", + "var nftService = ServiceFactory.Resolve();", + "bool ownsAndNftOfAuthority = nftService.OwnsNftByCreator(NftService.NftCreator);", + "YouDontOwnANftOfCollectionRoot.gameObject.SetActive(!ownsAndNftOfAuthority);", + "YouOwnANftOfCollectionRoot.gameObject.SetActive(ownsAndNftOfAuthority);", + "return ownsAndNftOfAuthority;", + "}", + "private void OnGetNftButtonClicked()", + "{", + "RequestNfts();", + "}", + "private void OnNftLoadingStartedMessage(NftLoadingStartedMessage message)", + "{", + "GetNFtsDataButton.interactable = false;", + "}", + "private void OnNftLoadingFinishedMessage(NftLoadingFinishedMessage message)", + "{", + "NftItemListView.UpdateContent();", + "}", + "private void OnNftMintFinishedMessage(NftMintFinishedMessage message)", + "{", + "RequestNfts();", + "}", + "private void Update()", + "{", + "var nftService = ServiceFactory.Resolve();", + "if (nftService != null)", + "{", + "GetNFtsDataButton.interactable = !nftService.IsLoadingTokenAccounts;", + "LoadingSpinner.gameObject.SetActive(nftService.IsLoadingTokenAccounts);", + "}", + "}", + "private void RequestNfts()", + "{", + "ServiceFactory.Resolve().LoadNfts();", + "}", + "}" + ] }, - "NftListPopupUiData.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopupUiData.cs.meta", + "NftListPopup.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopup.cs.meta", "isBinary": true, "content": null }, "NftListPopupUiData.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopupUiData.cs", "isBinary": false, - "content": "using Solana.Unity.SDK;\\nusing Services;\\n\\npublic class NftListPopupUiData : UiService.UiData\\n{\\n public bool RequestNfts;\\n public WalletBase Wallet;\\n\\n public NftListPopupUiData(bool requestNfts, WalletBase wallet)\\n {\\n RequestNfts = requestNfts;\\n Wallet = wallet;\\n }\\n}\\n" + "content": [ + "using Solana.Unity.SDK;", + "using Services;", + "public class NftListPopupUiData : UiService.UiData", + "{", + "public bool RequestNfts;", + "public WalletBase Wallet;", + "public NftListPopupUiData(bool requestNfts, WalletBase wallet)", + "{", + "RequestNfts = requestNfts;", + "Wallet = wallet;", + "}", + "}" + ] }, - "SafeArea.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SafeArea.cs.meta", + "NftListPopupUiData.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/NftListPopupUiData.cs.meta", "isBinary": true, "content": null }, "SafeArea.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SafeArea.cs", "isBinary": false, - "content": "using UnityEngine;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// Safe area implementation for notched mobile devices. Usage:\\n /// (1) Add this component to the top level of any GUI panel. \\n /// (2) If the panel uses a full screen background image, then create an immediate child and put the component on that instead, with all other elements childed below it.\\n /// This will allow the background image to stretch to the full extents of the screen behind the notch, which looks nicer.\\n /// (3) For other cases that use a mixture of full horizontal and vertical background stripes, use the Conform X & Y controls on separate elements as needed.\\n /// \\n public class SafeArea : MonoBehaviour\\n {\\n #region Simulations\\n\\n /// \\n /// Simulation device that uses safe area due to a physical notch or software home bar. For use in Editor only.\\n /// \\n public enum SimDevice\\n {\\n /// \\n /// Don't use a simulated safe area - GUI will be full screen as normal.\\n /// \\n None,\\n\\n /// \\n /// Simulate the iPhone X and Xs (identical safe areas).\\n /// \\n iPhoneX,\\n\\n /// \\n /// Simulate the iPhone Xs Max and XR (identical safe areas).\\n /// \\n iPhoneXsMax,\\n\\n /// \\n /// Simulate the Google Pixel 3 XL using landscape left.\\n /// \\n Pixel3XL_LSL,\\n\\n /// \\n /// Simulate the Google Pixel 3 XL using landscape right.\\n /// \\n Pixel3XL_LSR\\n }\\n\\n /// \\n /// Simulation mode for use in editor only. This can be edited at runtime to toggle between different safe areas.\\n /// \\n public static SimDevice Sim = SimDevice.None;\\n\\n /// \\n /// Normalised safe areas for iPhone X with Home indicator (ratios are identical to Xs, 11 Pro). Absolute values:\\n /// PortraitU x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436;\\n /// PortraitD x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436 (not supported, remains in Portrait Up);\\n /// LandscapeL x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125;\\n /// LandscapeR x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125.\\n /// Aspect Ratio: ~19.5:9.\\n /// \\n Rect[] NSA_iPhoneX = new Rect[]\\n {\\n new Rect(0f, 102f / 2436f, 1f, 2202f / 2436f), // Portrait\\n new Rect(132f / 2436f, 63f / 1125f, 2172f / 2436f, 1062f / 1125f) // Landscape\\n };\\n\\n /// \\n /// Normalised safe areas for iPhone Xs Max with Home indicator (ratios are identical to XR, 11, 11 Pro Max). Absolute values:\\n /// PortraitU x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688;\\n /// PortraitD x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688 (not supported, remains in Portrait Up);\\n /// LandscapeL x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242;\\n /// LandscapeR x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242.\\n /// Aspect Ratio: ~19.5:9.\\n /// \\n Rect[] NSA_iPhoneXsMax = new Rect[]\\n {\\n new Rect(0f, 102f / 2688f, 1f, 2454f / 2688f), // Portrait\\n new Rect(132f / 2688f, 63f / 1242f, 2424f / 2688f, 1179f / 1242f) // Landscape\\n };\\n\\n /// \\n /// Normalised safe areas for Pixel 3 XL using landscape left. Absolute values:\\n /// PortraitU x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;\\n /// PortraitD x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;\\n /// LandscapeL x=171, y=0, w=2789, h=1440 on full extents w=2960, h=1440;\\n /// LandscapeR x=0, y=0, w=2789, h=1440 on full extents w=2960, h=1440.\\n /// Aspect Ratio: 18.5:9.\\n /// \\n Rect[] NSA_Pixel3XL_LSL = new Rect[]\\n {\\n new Rect(0f, 0f, 1f, 2789f / 2960f), // Portrait\\n new Rect(0f, 0f, 2789f / 2960f, 1f) // Landscape\\n };\\n\\n /// \\n /// Normalised safe areas for Pixel 3 XL using landscape right. Absolute values and aspect ratio same as above.\\n /// \\n Rect[] NSA_Pixel3XL_LSR = new Rect[]\\n {\\n new Rect(0f, 0f, 1f, 2789f / 2960f), // Portrait\\n new Rect(171f / 2960f, 0f, 2789f / 2960f, 1f) // Landscape\\n };\\n\\n #endregion\\n\\n RectTransform Panel;\\n Rect LastSafeArea = new Rect(0, 0, 0, 0);\\n Vector2Int LastScreenSize = new Vector2Int(0, 0);\\n ScreenOrientation LastOrientation = ScreenOrientation.AutoRotation;\\n\\n [SerializeField]\\n bool ConformX = true; // Conform to screen safe area on X-axis (default true, disable to ignore)\\n\\n [SerializeField]\\n bool ConformY = true; // Conform to screen safe area on Y-axis (default true, disable to ignore)\\n\\n [SerializeField]\\n bool Logging = false; // Conform to screen safe area on Y-axis (default true, disable to ignore)\\n\\n void Awake()\\n {\\n Panel = GetComponent();\\n\\n if (Panel == null)\\n {\\n Debug.LogError(\\"Cannot apply safe area - no RectTransform found on \\" + name);\\n Destroy(gameObject);\\n }\\n\\n Refresh();\\n }\\n\\n void Update()\\n {\\n Refresh();\\n }\\n\\n void Refresh()\\n {\\n Rect safeArea = GetSafeArea();\\n\\n if (safeArea != LastSafeArea\\n || Screen.width != LastScreenSize.x\\n || Screen.height != LastScreenSize.y\\n || Screen.orientation != LastOrientation)\\n {\\n // Fix for having auto-rotate off and manually forcing a screen orientation.\\n // See https://forum.unity.com/threads/569236/#post-4473253 and https://forum.unity.com/threads/569236/page-2#post-5166467\\n LastScreenSize.x = Screen.width;\\n LastScreenSize.y = Screen.height;\\n LastOrientation = Screen.orientation;\\n\\n ApplySafeArea(safeArea);\\n }\\n }\\n\\n Rect GetSafeArea()\\n {\\n Rect safeArea = Screen.safeArea;\\n\\n if (Application.isEditor && Sim != SimDevice.None)\\n {\\n Rect nsa = new Rect(0, 0, Screen.width, Screen.height);\\n\\n switch (Sim)\\n {\\n case SimDevice.iPhoneX:\\n if (Screen.height > Screen.width) // Portrait\\n nsa = NSA_iPhoneX[0];\\n else // Landscape\\n nsa = NSA_iPhoneX[1];\\n break;\\n case SimDevice.iPhoneXsMax:\\n if (Screen.height > Screen.width) // Portrait\\n nsa = NSA_iPhoneXsMax[0];\\n else // Landscape\\n nsa = NSA_iPhoneXsMax[1];\\n break;\\n case SimDevice.Pixel3XL_LSL:\\n if (Screen.height > Screen.width) // Portrait\\n nsa = NSA_Pixel3XL_LSL[0];\\n else // Landscape\\n nsa = NSA_Pixel3XL_LSL[1];\\n break;\\n case SimDevice.Pixel3XL_LSR:\\n if (Screen.height > Screen.width) // Portrait\\n nsa = NSA_Pixel3XL_LSR[0];\\n else // Landscape\\n nsa = NSA_Pixel3XL_LSR[1];\\n break;\\n default:\\n break;\\n }\\n\\n safeArea = new Rect(Screen.width * nsa.x, Screen.height * nsa.y, Screen.width * nsa.width,\\n Screen.height * nsa.height);\\n }\\n\\n return safeArea;\\n }\\n\\n void ApplySafeArea(Rect r)\\n {\\n LastSafeArea = r;\\n\\n // Ignore x-axis?\\n if (!ConformX)\\n {\\n r.x = 0;\\n r.width = Screen.width;\\n }\\n\\n // Ignore y-axis?\\n if (!ConformY)\\n {\\n r.y = 0;\\n r.height = Screen.height;\\n }\\n\\n // Check for invalid screen startup state on some Samsung devices (see below)\\n if (Screen.width > 0 && Screen.height > 0)\\n {\\n // Convert safe area rectangle from absolute pixels to normalised anchor coordinates\\n Vector2 anchorMin = r.position;\\n Vector2 anchorMax = r.position + r.size;\\n anchorMin.x /= Screen.width;\\n anchorMin.y /= Screen.height;\\n anchorMax.x /= Screen.width;\\n anchorMax.y /= Screen.height;\\n\\n // Fix for some Samsung devices (e.g. Note 10+, A71, S20) where Refresh gets called twice and the first time returns NaN anchor coordinates\\n // See https://forum.unity.com/threads/569236/page-2#post-6199352\\n if (anchorMin.x >= 0 && anchorMin.y >= 0 && anchorMax.x >= 0 && anchorMax.y >= 0)\\n {\\n Panel.anchorMin = anchorMin;\\n Panel.anchorMax = anchorMax;\\n }\\n }\\n\\n if (Logging)\\n {\\n Debug.LogFormat(\\"New safe area applied to {0}: x={1}, y={2}, w={3}, h={4} on full extents w={5}, h={6}\\",\\n name, r.x, r.y, r.width, r.height, Screen.width, Screen.height);\\n }\\n }\\n }\\n}" + "content": [ + "using UnityEngine;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// Safe area implementation for notched mobile devices. Usage:", + "/// (1) Add this component to the top level of any GUI panel.", + "/// (2) If the panel uses a full screen background image, then create an immediate child and put the component on that instead, with all other elements childed below it.", + "/// This will allow the background image to stretch to the full extents of the screen behind the notch, which looks nicer.", + "/// (3) For other cases that use a mixture of full horizontal and vertical background stripes, use the Conform X & Y controls on separate elements as needed.", + "/// ", + "public class SafeArea : MonoBehaviour", + "{", + "#region Simulations", + "/// ", + "/// Simulation device that uses safe area due to a physical notch or software home bar. For use in Editor only.", + "/// ", + "public enum SimDevice", + "{", + "/// ", + "/// Don't use a simulated safe area - GUI will be full screen as normal.", + "/// ", + "None,", + "/// ", + "/// Simulate the iPhone X and Xs (identical safe areas).", + "/// ", + "iPhoneX,", + "/// ", + "/// Simulate the iPhone Xs Max and XR (identical safe areas).", + "/// ", + "iPhoneXsMax,", + "/// ", + "/// Simulate the Google Pixel 3 XL using landscape left.", + "/// ", + "Pixel3XL_LSL,", + "/// ", + "/// Simulate the Google Pixel 3 XL using landscape right.", + "/// ", + "Pixel3XL_LSR", + "}", + "/// ", + "/// Simulation mode for use in editor only. This can be edited at runtime to toggle between different safe areas.", + "/// ", + "public static SimDevice Sim = SimDevice.None;", + "/// ", + "/// Normalised safe areas for iPhone X with Home indicator (ratios are identical to Xs, 11 Pro). Absolute values:", + "/// PortraitU x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436;", + "/// PortraitD x=0, y=102, w=1125, h=2202 on full extents w=1125, h=2436 (not supported, remains in Portrait Up);", + "/// LandscapeL x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125;", + "/// LandscapeR x=132, y=63, w=2172, h=1062 on full extents w=2436, h=1125.", + "/// Aspect Ratio: ~19.5:9.", + "/// ", + "Rect[] NSA_iPhoneX = new Rect[]", + "{", + "new Rect(0f, 102f / 2436f, 1f, 2202f / 2436f), // Portrait", + "new Rect(132f / 2436f, 63f / 1125f, 2172f / 2436f, 1062f / 1125f) // Landscape", + "};", + "/// ", + "/// Normalised safe areas for iPhone Xs Max with Home indicator (ratios are identical to XR, 11, 11 Pro Max). Absolute values:", + "/// PortraitU x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688;", + "/// PortraitD x=0, y=102, w=1242, h=2454 on full extents w=1242, h=2688 (not supported, remains in Portrait Up);", + "/// LandscapeL x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242;", + "/// LandscapeR x=132, y=63, w=2424, h=1179 on full extents w=2688, h=1242.", + "/// Aspect Ratio: ~19.5:9.", + "/// ", + "Rect[] NSA_iPhoneXsMax = new Rect[]", + "{", + "new Rect(0f, 102f / 2688f, 1f, 2454f / 2688f), // Portrait", + "new Rect(132f / 2688f, 63f / 1242f, 2424f / 2688f, 1179f / 1242f) // Landscape", + "};", + "/// ", + "/// Normalised safe areas for Pixel 3 XL using landscape left. Absolute values:", + "/// PortraitU x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;", + "/// PortraitD x=0, y=0, w=1440, h=2789 on full extents w=1440, h=2960;", + "/// LandscapeL x=171, y=0, w=2789, h=1440 on full extents w=2960, h=1440;", + "/// LandscapeR x=0, y=0, w=2789, h=1440 on full extents w=2960, h=1440.", + "/// Aspect Ratio: 18.5:9.", + "/// ", + "Rect[] NSA_Pixel3XL_LSL = new Rect[]", + "{", + "new Rect(0f, 0f, 1f, 2789f / 2960f), // Portrait", + "new Rect(0f, 0f, 2789f / 2960f, 1f) // Landscape", + "};", + "/// ", + "/// Normalised safe areas for Pixel 3 XL using landscape right. Absolute values and aspect ratio same as above.", + "/// ", + "Rect[] NSA_Pixel3XL_LSR = new Rect[]", + "{", + "new Rect(0f, 0f, 1f, 2789f / 2960f), // Portrait", + "new Rect(171f / 2960f, 0f, 2789f / 2960f, 1f) // Landscape", + "};", + "#endregion", + "RectTransform Panel;", + "Rect LastSafeArea = new Rect(0, 0, 0, 0);", + "Vector2Int LastScreenSize = new Vector2Int(0, 0);", + "ScreenOrientation LastOrientation = ScreenOrientation.AutoRotation;", + "[SerializeField]", + "bool ConformX = true; // Conform to screen safe area on X-axis (default true, disable to ignore)", + "[SerializeField]", + "bool ConformY = true; // Conform to screen safe area on Y-axis (default true, disable to ignore)", + "[SerializeField]", + "bool Logging = false; // Conform to screen safe area on Y-axis (default true, disable to ignore)", + "void Awake()", + "{", + "Panel = GetComponent();", + "if (Panel == null)", + "{", + "Debug.LogError(\\"Cannot apply safe area - no RectTransform found on \\" + name);", + "Destroy(gameObject);", + "}", + "Refresh();", + "}", + "void Update()", + "{", + "Refresh();", + "}", + "void Refresh()", + "{", + "Rect safeArea = GetSafeArea();", + "if (safeArea != LastSafeArea", + "|| Screen.width != LastScreenSize.x", + "|| Screen.height != LastScreenSize.y", + "|| Screen.orientation != LastOrientation)", + "{", + "// Fix for having auto-rotate off and manually forcing a screen orientation.", + "// See https://forum.unity.com/threads/569236/#post-4473253 and https://forum.unity.com/threads/569236/page-2#post-5166467", + "LastScreenSize.x = Screen.width;", + "LastScreenSize.y = Screen.height;", + "LastOrientation = Screen.orientation;", + "ApplySafeArea(safeArea);", + "}", + "}", + "Rect GetSafeArea()", + "{", + "Rect safeArea = Screen.safeArea;", + "if (Application.isEditor && Sim != SimDevice.None)", + "{", + "Rect nsa = new Rect(0, 0, Screen.width, Screen.height);", + "switch (Sim)", + "{", + "case SimDevice.iPhoneX:", + "if (Screen.height > Screen.width) // Portrait", + "nsa = NSA_iPhoneX[0];", + "else // Landscape", + "nsa = NSA_iPhoneX[1];", + "break;", + "case SimDevice.iPhoneXsMax:", + "if (Screen.height > Screen.width) // Portrait", + "nsa = NSA_iPhoneXsMax[0];", + "else // Landscape", + "nsa = NSA_iPhoneXsMax[1];", + "break;", + "case SimDevice.Pixel3XL_LSL:", + "if (Screen.height > Screen.width) // Portrait", + "nsa = NSA_Pixel3XL_LSL[0];", + "else // Landscape", + "nsa = NSA_Pixel3XL_LSL[1];", + "break;", + "case SimDevice.Pixel3XL_LSR:", + "if (Screen.height > Screen.width) // Portrait", + "nsa = NSA_Pixel3XL_LSR[0];", + "else // Landscape", + "nsa = NSA_Pixel3XL_LSR[1];", + "break;", + "default:", + "break;", + "}", + "safeArea = new Rect(Screen.width * nsa.x, Screen.height * nsa.y, Screen.width * nsa.width,", + "Screen.height * nsa.height);", + "}", + "return safeArea;", + "}", + "void ApplySafeArea(Rect r)", + "{", + "LastSafeArea = r;", + "// Ignore x-axis?", + "if (!ConformX)", + "{", + "r.x = 0;", + "r.width = Screen.width;", + "}", + "// Ignore y-axis?", + "if (!ConformY)", + "{", + "r.y = 0;", + "r.height = Screen.height;", + "}", + "// Check for invalid screen startup state on some Samsung devices (see below)", + "if (Screen.width > 0 && Screen.height > 0)", + "{", + "// Convert safe area rectangle from absolute pixels to normalised anchor coordinates", + "Vector2 anchorMin = r.position;", + "Vector2 anchorMax = r.position + r.size;", + "anchorMin.x /= Screen.width;", + "anchorMin.y /= Screen.height;", + "anchorMax.x /= Screen.width;", + "anchorMax.y /= Screen.height;", + "// Fix for some Samsung devices (e.g. Note 10+, A71, S20) where Refresh gets called twice and the first time returns NaN anchor coordinates", + "// See https://forum.unity.com/threads/569236/page-2#post-6199352", + "if (anchorMin.x >= 0 && anchorMin.y >= 0 && anchorMax.x >= 0 && anchorMax.y >= 0)", + "{", + "Panel.anchorMin = anchorMin;", + "Panel.anchorMax = anchorMax;", + "}", + "}", + "if (Logging)", + "{", + "Debug.LogFormat(\\"New safe area applied to {0}: x={1}, y={2}, w={3}, h={4} on full extents w={5}, h={6}\\",", + "name, r.x, r.y, r.width, r.height, Screen.width, Screen.height);", + "}", + "}", + "}", + "}" + ] }, - "SelectedNft.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SelectedNft.cs.meta", + "SafeArea.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SafeArea.cs.meta", "isBinary": true, "content": null }, "SelectedNft.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SelectedNft.cs", "isBinary": false, - "content": "using System;\\nusing Frictionless;\\nusing Game.Scripts.Ui;\\nusing Services;\\nusing UnityEngine;\\n\\npublic class SelectedNft : MonoBehaviour\\n{\\n public NftItemView NftItemView;\\n\\n private void Awake()\\n {\\n NftItemView.gameObject.SetActive(false);\\n }\\n\\n void Start()\\n {\\n MessageRouter.AddHandler(OnNftSelectedMessage);\\n UpdateContent();\\n }\\n\\n private void OnDestroy()\\n {\\n MessageRouter.RemoveHandler(OnNftSelectedMessage);\\n }\\n\\n private void OnNftSelectedMessage(NftSelectedMessage message)\\n {\\n UpdateContent();\\n }\\n\\n private void UpdateContent()\\n {\\n var nftService = ServiceFactory.Resolve();\\n if (nftService != null && nftService.SelectedNft != null)\\n {\\n NftItemView.gameObject.SetActive(true);\\n NftItemView.SetData(nftService.SelectedNft, view => { Debug.Log(\\"Selected Nft clicked.\\"); });\\n }\\n else\\n {\\n NftItemView.gameObject.SetActive(false);\\n }\\n }\\n}\\n" + "content": [ + "using System;", + "using Frictionless;", + "using Game.Scripts.Ui;", + "using Services;", + "using UnityEngine;", + "public class SelectedNft : MonoBehaviour", + "{", + "public NftItemView NftItemView;", + "private void Awake()", + "{", + "NftItemView.gameObject.SetActive(false);", + "}", + "void Start()", + "{", + "MessageRouter.AddHandler(OnNftSelectedMessage);", + "UpdateContent();", + "}", + "private void OnDestroy()", + "{", + "MessageRouter.RemoveHandler(OnNftSelectedMessage);", + "}", + "private void OnNftSelectedMessage(NftSelectedMessage message)", + "{", + "UpdateContent();", + "}", + "private void UpdateContent()", + "{", + "var nftService = ServiceFactory.Resolve();", + "if (nftService != null && nftService.SelectedNft != null)", + "{", + "NftItemView.gameObject.SetActive(true);", + "NftItemView.SetData(nftService.SelectedNft, view => { Debug.Log(\\"Selected Nft clicked.\\"); });", + "}", + "else", + "{", + "NftItemView.gameObject.SetActive(false);", + "}", + "}", + "}" + ] }, - "SessionPopup.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopup.cs.meta", + "SelectedNft.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SelectedNft.cs.meta", "isBinary": true, "content": null }, "SessionPopup.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopup.cs", "isBinary": false, - "content": "using System;\\nusing Services;\\nusing Solana.Unity.SDK;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// Screen that loads all NFTs when opened\\n /// \\n public class SessionPopup : BasePopup\\n {\\n public Button CreateSessionButton;\\n public Button RevokeSessionButton;\\n \\n public TextMeshProUGUI SessionBalanceText;\\n public TextMeshProUGUI SessionExpiryText;\\n \\n public GameObject LoadingSpinner;\\n\\n private bool loadedNfts;\\n \\n void Start()\\n {\\n CreateSessionButton.onClick.AddListener(OnCreatSessionWalletButtonClicked);\\n RevokeSessionButton.onClick.AddListener(OnRevokeSessionButtonClicked);\\n }\\n \\n public override void Open(UiService.UiData uiData)\\n {\\n UpdateSessionToken();\\n InvokeRepeating(nameof(UpdateSessionToken), 0, 3); \\n base.Open(uiData);\\n }\\n\\n public override void Close()\\n {\\n CancelInvoke();\\n base.Close();\\n }\\n\\n private async void UpdateSessionToken()\\n {\\n var sessionToken = await AnchorService.Instance.RequestSessionToken();\\n if (sessionToken == null)\\n {\\n SessionExpiryText.text = \\"Session expired\\";\\n SessionBalanceText.text = \\"0 Sol\\";\\n RevokeSessionButton.interactable = false;\\n CreateSessionButton.interactable = true;\\n return;\\n }\\n Debug.Log(\\"Session token valid until: \\" + (new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil) + \\" Now: \\" + DateTimeOffset.UtcNow);\\n\\n var isValid = sessionToken.ValidUntil > DateTimeOffset.UtcNow.ToUnixTimeSeconds();\\n SessionExpiryText.text = \\"Session valid until: \\" +\\n (new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil); //+ \\" Now: \\" + DateTimeOffset.UtcNow + \\" is valid: \\" + isValid;\\n RevokeSessionButton.interactable = isValid;\\n CreateSessionButton.interactable = !isValid;\\n var res = await Web3.Wallet.GetBalance(sessionToken.SessionSigner);\\n SessionBalanceText.text = res.ToString(\\"F3\\") + \\" Sol\\";\\n }\\n\\n private async void OnRevokeSessionButtonClicked()\\n {\\n LoadingSpinner.gameObject.SetActive(true);\\n await AnchorService.Instance.RevokeSession();\\n LoadingSpinner.gameObject.SetActive(false);\\n UpdateSessionToken();\\n }\\n\\n private async void OnCreatSessionWalletButtonClicked()\\n {\\n LoadingSpinner.gameObject.SetActive(true);\\n await AnchorService.Instance.CreateNewSession();\\n LoadingSpinner.gameObject.SetActive(false);\\n UpdateSessionToken();\\n Close();\\n }\\n\\n }\\n}" + "content": [ + "using System;", + "using Services;", + "using Solana.Unity.SDK;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.UI;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// Screen that loads all NFTs when opened", + "/// ", + "public class SessionPopup : BasePopup", + "{", + "public Button CreateSessionButton;", + "public Button RevokeSessionButton;", + "public TextMeshProUGUI SessionBalanceText;", + "public TextMeshProUGUI SessionExpiryText;", + "public GameObject LoadingSpinner;", + "private bool loadedNfts;", + "void Start()", + "{", + "CreateSessionButton.onClick.AddListener(OnCreatSessionWalletButtonClicked);", + "RevokeSessionButton.onClick.AddListener(OnRevokeSessionButtonClicked);", + "}", + "public override void Open(UiService.UiData uiData)", + "{", + "UpdateSessionToken();", + "InvokeRepeating(nameof(UpdateSessionToken), 0, 3);", + "base.Open(uiData);", + "}", + "public override void Close()", + "{", + "CancelInvoke();", + "base.Close();", + "}", + "private async void UpdateSessionToken()", + "{", + "var sessionToken = await AnchorService.Instance.RequestSessionToken();", + "if (sessionToken == null)", + "{", + "SessionExpiryText.text = \\"Session expired\\";", + "SessionBalanceText.text = \\"0 Sol\\";", + "RevokeSessionButton.interactable = false;", + "CreateSessionButton.interactable = true;", + "return;", + "}", + "Debug.Log(\\"Session token valid until: \\" + (new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil) + \\" Now: \\" + DateTimeOffset.UtcNow);", + "var isValid = sessionToken.ValidUntil > DateTimeOffset.UtcNow.ToUnixTimeSeconds();", + "SessionExpiryText.text = \\"Session valid until: \\" +", + "(new DateTime(1970, 1, 1)).AddSeconds(sessionToken.ValidUntil); //+ \\" Now: \\" + DateTimeOffset.UtcNow + \\" is valid: \\" + isValid;", + "RevokeSessionButton.interactable = isValid;", + "CreateSessionButton.interactable = !isValid;", + "var res = await Web3.Wallet.GetBalance(sessionToken.SessionSigner);", + "SessionBalanceText.text = res.ToString(\\"F3\\") + \\" Sol\\";", + "}", + "private async void OnRevokeSessionButtonClicked()", + "{", + "LoadingSpinner.gameObject.SetActive(true);", + "await AnchorService.Instance.RevokeSession();", + "LoadingSpinner.gameObject.SetActive(false);", + "UpdateSessionToken();", + "}", + "private async void OnCreatSessionWalletButtonClicked()", + "{", + "LoadingSpinner.gameObject.SetActive(true);", + "await AnchorService.Instance.CreateNewSession();", + "LoadingSpinner.gameObject.SetActive(false);", + "UpdateSessionToken();", + "Close();", + "}", + "}", + "}" + ] }, - "SessionPopupUiData.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopupUiData.cs.meta", + "SessionPopup.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopup.cs.meta", "isBinary": true, "content": null }, "SessionPopupUiData.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopupUiData.cs", "isBinary": false, - "content": "using Services;\\n\\nnamespace Game.Scripts.Ui\\n{\\n public class SessionPopupUiData : UiService.UiData\\n {\\n public SessionPopupUiData()\\n {\\n \\n }\\n }\\n}" + "content": [ + "using Services;", + "namespace Game.Scripts.Ui", + "{", + "public class SessionPopupUiData : UiService.UiData", + "{", + "public SessionPopupUiData()", + "{", + "}", + "}", + "}" + ] }, - "SolBalanceWidget.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SolBalanceWidget.cs.meta", + "SessionPopupUiData.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SessionPopupUiData.cs.meta", "isBinary": true, "content": null }, "SolBalanceWidget.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SolBalanceWidget.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing codebase.utility;\\nusing Solana.Unity.SDK;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// Shows the sol balance of the connected wallet. Should be updated at certain points, after transactions for example.\\n /// \\n public class SolBalanceWidget : MonoBehaviour\\n {\\n public TextMeshProUGUI SolBalance;\\n public TextMeshProUGUI SolChangeText;\\n public TextMeshProUGUI PublicKey;\\n public Button CopyAddressButton;\\n\\n private double lamportsChange;\\n private Coroutine disableSolChangeCoroutine;\\n private double currentLamports;\\n\\n private void Awake()\\n {\\n if (CopyAddressButton)\\n {\\n CopyAddressButton.onClick.AddListener(OnCopyClicked);\\n }\\n }\\n\\n private void OnCopyClicked()\\n {\\n Clipboard.Copy(Web3.Account.PublicKey);\\n }\\n\\n private void OnEnable()\\n {\\n Web3.OnBalanceChange += OnSolBalanceChangedMessage;\\n }\\n\\n private void OnDisable()\\n {\\n Web3.OnBalanceChange -= OnSolBalanceChangedMessage;\\n }\\n \\n private void UpdateContent()\\n {\\n SolBalance.text = currentLamports.ToString(\\"F2\\") + \\" sol\\";\\n if (PublicKey != null)\\n {\\n PublicKey.text = Web3.Account.PublicKey;\\n }\\n }\\n\\n private void OnSolBalanceChangedMessage(double newLamports)\\n {\\n double balanceChange = newLamports - currentLamports;\\n\\n if (balanceChange != 0 && Math.Abs(currentLamports - newLamports) > 0.00000001)\\n {\\n lamportsChange += balanceChange;\\n if (balanceChange > 0)\\n {\\n if (disableSolChangeCoroutine != null)\\n {\\n StopCoroutine(disableSolChangeCoroutine);\\n }\\n\\n SolChangeText.text = \\"+\\" + lamportsChange.ToString(\\"F2\\") + \\" \\";\\n disableSolChangeCoroutine = StartCoroutine(DisableSolChangeDelayed());\\n }\\n else\\n {\\n if (balanceChange < -0.0001)\\n {\\n if (disableSolChangeCoroutine != null)\\n {\\n StopCoroutine(disableSolChangeCoroutine);\\n }\\n\\n SolChangeText.text = \\"\\" + lamportsChange.ToString(\\"F2\\") + \\" \\";\\n disableSolChangeCoroutine = StartCoroutine(DisableSolChangeDelayed());\\n }\\n }\\n\\n currentLamports = newLamports;\\n UpdateContent();\\n }\\n else\\n {\\n currentLamports = newLamports;\\n UpdateContent();\\n }\\n }\\n\\n private IEnumerator DisableSolChangeDelayed()\\n {\\n SolChangeText.gameObject.SetActive(true);\\n yield return new WaitForSeconds(3);\\n lamportsChange = 0;\\n SolChangeText.gameObject.SetActive(false);\\n disableSolChangeCoroutine = null;\\n }\\n }\\n}" + "content": [ + "using System;", + "using System.Collections;", + "using codebase.utility;", + "using Solana.Unity.SDK;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.UI;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// Shows the sol balance of the connected wallet. Should be updated at certain points, after transactions for example.", + "/// ", + "public class SolBalanceWidget : MonoBehaviour", + "{", + "public TextMeshProUGUI SolBalance;", + "public TextMeshProUGUI SolChangeText;", + "public TextMeshProUGUI PublicKey;", + "public Button CopyAddressButton;", + "private double lamportsChange;", + "private Coroutine disableSolChangeCoroutine;", + "private double currentLamports;", + "private void Awake()", + "{", + "if (CopyAddressButton)", + "{", + "CopyAddressButton.onClick.AddListener(OnCopyClicked);", + "}", + "}", + "private void OnCopyClicked()", + "{", + "Clipboard.Copy(Web3.Account.PublicKey);", + "}", + "private void OnEnable()", + "{", + "Web3.OnBalanceChange += OnSolBalanceChangedMessage;", + "}", + "private void OnDisable()", + "{", + "Web3.OnBalanceChange -= OnSolBalanceChangedMessage;", + "}", + "private void UpdateContent()", + "{", + "SolBalance.text = currentLamports.ToString(\\"F2\\") + \\" sol\\";", + "if (PublicKey != null)", + "{", + "PublicKey.text = Web3.Account.PublicKey;", + "}", + "}", + "private void OnSolBalanceChangedMessage(double newLamports)", + "{", + "double balanceChange = newLamports - currentLamports;", + "if (balanceChange != 0 && Math.Abs(currentLamports - newLamports) > 0.00000001)", + "{", + "lamportsChange += balanceChange;", + "if (balanceChange > 0)", + "{", + "if (disableSolChangeCoroutine != null)", + "{", + "StopCoroutine(disableSolChangeCoroutine);", + "}", + "SolChangeText.text = \\"+\\" + lamportsChange.ToString(\\"F2\\") + \\" \\";", + "disableSolChangeCoroutine = StartCoroutine(DisableSolChangeDelayed());", + "}", + "else", + "{", + "if (balanceChange < -0.0001)", + "{", + "if (disableSolChangeCoroutine != null)", + "{", + "StopCoroutine(disableSolChangeCoroutine);", + "}", + "SolChangeText.text = \\"\\" + lamportsChange.ToString(\\"F2\\") + \\" \\";", + "disableSolChangeCoroutine = StartCoroutine(DisableSolChangeDelayed());", + "}", + "}", + "currentLamports = newLamports;", + "UpdateContent();", + "}", + "else", + "{", + "currentLamports = newLamports;", + "UpdateContent();", + "}", + "}", + "private IEnumerator DisableSolChangeDelayed()", + "{", + "SolChangeText.gameObject.SetActive(true);", + "yield return new WaitForSeconds(3);", + "lamportsChange = 0;", + "SolChangeText.gameObject.SetActive(false);", + "disableSolChangeCoroutine = null;", + "}", + "}", + "}" + ] }, - "TokenPanel.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/TokenPanel.cs.meta", + "SolBalanceWidget.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/SolBalanceWidget.cs.meta", "isBinary": true, "content": null }, "TokenPanel.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/TokenPanel.cs", "isBinary": false, - "content": "using Frictionless;\\nusing Solana.Unity.Programs;\\nusing Solana.Unity.Rpc.Types;\\nusing Solana.Unity.SDK;\\nusing Solana.Unity.Wallet;\\nusing TMPro;\\nusing UnityEngine;\\n\\nnamespace Game.Scripts.Ui\\n{\\n /// \\n /// Shows the amount of the token \\"TokenMintAddress\\" from the connected Wallet.\\n /// \\n public class TokenPanel : MonoBehaviour\\n {\\n public TextMeshProUGUI TokenAmount;\\n\\n public string\\n TokenMintAdress =\\n \\"EPjFWdd5AufqSSqeM2qN1xzybapC8G4wEGGkZwyTDt1v\\"; // Replace with whatever token you like. (Default USDC)\\n\\n private PublicKey _associatedTokenAddress;\\n \\n void Awake()\\n {\\n Web3.OnLogin += onLogin;\\n UpdateAndSubscribeToTokenAccount();\\n }\\n \\n void OnDestroy()\\n {\\n Web3.OnLogin -= onLogin;\\n }\\n\\n private void onLogin(Account account)\\n {\\n UpdateAndSubscribeToTokenAccount();\\n }\\n\\n private async void UpdateAndSubscribeToTokenAccount()\\n {\\n if (Web3.Instance.WalletBase.Account == null)\\n {\\n return;\\n }\\n \\n var wallet = Web3.Instance.WalletBase;\\n\\n if (wallet != null && wallet.Account.PublicKey != null)\\n {\\n _associatedTokenAddress =\\n AssociatedTokenAccountProgram.DeriveAssociatedTokenAccount(wallet.Account.PublicKey, new PublicKey(TokenMintAdress));\\n }\\n \\n if (_associatedTokenAddress == null)\\n {\\n return;\\n }\\n\\n await Web3.WsRpc.SubscribeTokenAccountAsync(_associatedTokenAddress, (state, value) =>\\n {\\n TokenAmount.text = value.Value.Data.Parsed.Info.TokenAmount.UiAmountString;\\n Debug.Log(\\"Token balance (Socket Token): \\" + value.Value.Data.Parsed.Info.TokenAmount.UiAmountString);\\n }, Commitment.Confirmed);\\n \\n var tokenBalance = await wallet.ActiveRpcClient.GetTokenAccountBalanceAsync(_associatedTokenAddress, Commitment.Confirmed);\\n if (tokenBalance.Result == null || tokenBalance.Result.Value == null)\\n {\\n TokenAmount.text = \\"0\\";\\n return;\\n }\\n TokenAmount.text = tokenBalance.Result.Value.UiAmountString;\\n }\\n }\\n}" + "content": [ + "using Frictionless;", + "using Solana.Unity.Programs;", + "using Solana.Unity.Rpc.Types;", + "using Solana.Unity.SDK;", + "using Solana.Unity.Wallet;", + "using TMPro;", + "using UnityEngine;", + "namespace Game.Scripts.Ui", + "{", + "/// ", + "/// Shows the amount of the token \\"TokenMintAddress\\" from the connected Wallet.", + "/// ", + "public class TokenPanel : MonoBehaviour", + "{", + "public TextMeshProUGUI TokenAmount;", + "public string", + "TokenMintAdress =", + "\\"EPjFWdd5AufqSSqeM2qN1xzybapC8G4wEGGkZwyTDt1v\\"; // Replace with whatever token you like. (Default USDC)", + "private PublicKey _associatedTokenAddress;", + "void Awake()", + "{", + "Web3.OnLogin += onLogin;", + "UpdateAndSubscribeToTokenAccount();", + "}", + "void OnDestroy()", + "{", + "Web3.OnLogin -= onLogin;", + "}", + "private void onLogin(Account account)", + "{", + "UpdateAndSubscribeToTokenAccount();", + "}", + "private async void UpdateAndSubscribeToTokenAccount()", + "{", + "if (Web3.Instance == null || Web3.Instance.WalletBase.Account == null)", + "{", + "return;", + "}", + "var wallet = Web3.Instance.WalletBase;", + "if (wallet != null && wallet.Account.PublicKey != null)", + "{", + "_associatedTokenAddress =", + "AssociatedTokenAccountProgram.DeriveAssociatedTokenAccount(wallet.Account.PublicKey, new PublicKey(TokenMintAdress));", + "}", + "if (_associatedTokenAddress == null)", + "{", + "return;", + "}", + "await Web3.WsRpc.SubscribeTokenAccountAsync(_associatedTokenAddress, (state, value) =>", + "{", + "TokenAmount.text = value.Value.Data.Parsed.Info.TokenAmount.UiAmountString;", + "Debug.Log(\\"Token balance (Socket Token): \\" + value.Value.Data.Parsed.Info.TokenAmount.UiAmountString);", + "}, Commitment.Confirmed);", + "var tokenBalance = await wallet.ActiveRpcClient.GetTokenAccountBalanceAsync(_associatedTokenAddress, Commitment.Confirmed);", + "if (tokenBalance.Result == null || tokenBalance.Result.Value == null)", + "{", + "TokenAmount.text = \\"0\\";", + "return;", + "}", + "TokenAmount.text = tokenBalance.Result.Value.UiAmountString;", + "}", + "}", + "}" + ] }, - "UiService.cs.meta": { - "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/UiService.cs.meta", + "TokenPanel.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/TokenPanel.cs.meta", "isBinary": true, "content": null }, "UiService.cs": { "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/UiService.cs", "isBinary": false, - "content": "using System;\\nusing System.Collections;\\nusing System.Collections.Generic;\\nusing Frictionless;\\nusing Game.Scripts.Ui;\\nusing UnityEngine;\\n\\nnamespace Services\\n{\\n public class UiService : MonoBehaviour, IMultiSceneSingleton\\n {\\n [Serializable]\\n public class UiRegistration\\n {\\n public BasePopup PopupPrefab;\\n public ScreenType ScreenType;\\n }\\n \\n public enum ScreenType\\n {\\n TransferNftPopup = 0,\\n NftListPopup = 1,\\n SessionPopup = 2\\n }\\n\\n public class UiData\\n {\\n \\n }\\n \\n public List UiRegistrations = new List();\\n \\n private readonly Dictionary openPopups = new Dictionary();\\n\\n public void Awake()\\n {\\n ServiceFactory.RegisterSingleton(this);\\n }\\n\\n public void OpenPopup(ScreenType screenType, UiData uiData)\\n {\\n if (openPopups.TryGetValue(screenType, out BasePopup basePopup))\\n {\\n basePopup.Open(uiData);\\n return;\\n }\\n \\n foreach (var uiRegistration in UiRegistrations)\\n {\\n if (uiRegistration.ScreenType == screenType)\\n {\\n BasePopup newPopup = Instantiate(uiRegistration.PopupPrefab);\\n openPopups.Add(screenType, newPopup);\\n newPopup.Open(uiData);\\n return;\\n }\\n }\\n \\n Debug.LogWarning(\\"There was no screen registration for \\" + screenType);\\n }\\n\\n public IEnumerator HandleNewSceneLoaded()\\n {\\n openPopups.Clear();\\n yield return null;\\n }\\n }\\n}" + "content": [ + "using System;", + "using System.Collections;", + "using System.Collections.Generic;", + "using Frictionless;", + "using Game.Scripts.Ui;", + "using UnityEngine;", + "namespace Services", + "{", + "public class UiService : MonoBehaviour, IMultiSceneSingleton", + "{", + "[Serializable]", + "public class UiRegistration", + "{", + "public BasePopup PopupPrefab;", + "public ScreenType ScreenType;", + "}", + "public enum ScreenType", + "{", + "TransferNftPopup = 0,", + "NftListPopup = 1,", + "SessionPopup = 2", + "}", + "public class UiData", + "{", + "}", + "public List UiRegistrations = new List();", + "private readonly Dictionary openPopups = new Dictionary();", + "public void Awake()", + "{", + "ServiceFactory.RegisterSingleton(this);", + "}", + "public void OpenPopup(ScreenType screenType, UiData uiData)", + "{", + "if (openPopups.TryGetValue(screenType, out BasePopup basePopup))", + "{", + "basePopup.Open(uiData);", + "return;", + "}", + "foreach (var uiRegistration in UiRegistrations)", + "{", + "if (uiRegistration.ScreenType == screenType)", + "{", + "BasePopup newPopup = Instantiate(uiRegistration.PopupPrefab);", + "openPopups.Add(screenType, newPopup);", + "newPopup.Open(uiData);", + "return;", + "}", + "}", + "Debug.LogWarning(\\"There was no screen registration for \\" + screenType);", + "}", + "public IEnumerator HandleNewSceneLoaded()", + "{", + "openPopups.Clear();", + "yield return null;", + "}", + "}", + "}" + ] + }, + "UiService.cs.meta": { + "path": "./unity/Lumberjack/Assets/Game/Scripts/Ui/UiService.cs.meta", + "isBinary": true, + "content": null } } }, @@ -1389,31 +16453,26 @@ exports[`preset generator should run successfully 1`] = ` "Resources": { "path": "./unity/Lumberjack/Assets/Resources", "children": { - "DOTweenSettings.asset.meta": { - "path": "./unity/Lumberjack/Assets/Resources/DOTweenSettings.asset.meta", + "DOTweenSettings.asset": { + "path": "./unity/Lumberjack/Assets/Resources/DOTweenSettings.asset", "isBinary": true, "content": null }, - "DOTweenSettings.asset": { - "path": "./unity/Lumberjack/Assets/Resources/DOTweenSettings.asset", + "DOTweenSettings.asset.meta": { + "path": "./unity/Lumberjack/Assets/Resources/DOTweenSettings.asset.meta", "isBinary": true, "content": null }, "SolanaUnitySDK": { "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK", "children": { - "WalletAdapterButton.prefab.meta": { - "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/WalletAdapterButton.prefab.meta", - "isBinary": true, - "content": null - }, "WalletAdapterButton.prefab": { "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/WalletAdapterButton.prefab", "isBinary": true, "content": null }, - "WalletAdapterUI.prefab.meta": { - "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/WalletAdapterUI.prefab.meta", + "WalletAdapterButton.prefab.meta": { + "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/WalletAdapterButton.prefab.meta", "isBinary": true, "content": null }, @@ -1422,8 +16481,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "[WalletController].prefab.meta": { - "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/[WalletController].prefab.meta", + "WalletAdapterUI.prefab.meta": { + "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/WalletAdapterUI.prefab.meta", "isBinary": true, "content": null }, @@ -1431,6 +16490,11 @@ exports[`preset generator should run successfully 1`] = ` "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/[WalletController].prefab", "isBinary": true, "content": null + }, + "[WalletController].prefab.meta": { + "path": "./unity/Lumberjack/Assets/Resources/SolanaUnitySDK/[WalletController].prefab.meta", + "isBinary": true, + "content": null } } }, @@ -1449,15 +16513,43 @@ exports[`preset generator should run successfully 1`] = ` "Socket": { "path": "./unity/Lumberjack/Assets/Socket", "children": { + "SocketStatusWidget.cs": { + "path": "./unity/Lumberjack/Assets/Socket/SocketStatusWidget.cs", + "isBinary": false, + "content": [ + "#pragma warning disable CS0436", + "using Solana.Unity.SDK;", + "using TMPro;", + "using UnityEngine;", + "using UnityEngine.UI;", + "using WebSocketState = System.Net.WebSockets.WebSocketState;", + "public class SocketStatusWidget : MonoBehaviour", + "{", + "public TextMeshProUGUI StatusText;", + "public Button ReconnectButton;", + "private void Awake()", + "{", + "ReconnectButton.onClick.AddListener(OnReconnectClicked);", + "}", + "private void OnReconnectClicked()", + "{", + "// Should automatically reconnect", + "}", + "void Update()", + "{", + "if (Web3.WsRpc != null)", + "{", + "StatusText.text = \\"Socket: \\" + Web3.WsRpc.State;", + "ReconnectButton.gameObject.SetActive(Web3.WsRpc.State == WebSocketState.Closed);", + "}", + "}", + "}" + ] + }, "SocketStatusWidget.cs.meta": { "path": "./unity/Lumberjack/Assets/Socket/SocketStatusWidget.cs.meta", "isBinary": true, "content": null - }, - "SocketStatusWidget.cs": { - "path": "./unity/Lumberjack/Assets/Socket/SocketStatusWidget.cs", - "isBinary": false, - "content": "#pragma warning disable CS0436\\nusing Solana.Unity.SDK;\\nusing TMPro;\\nusing UnityEngine;\\nusing UnityEngine.UI;\\nusing WebSocketState = System.Net.WebSockets.WebSocketState;\\n\\npublic class SocketStatusWidget : MonoBehaviour\\n{\\n public TextMeshProUGUI StatusText;\\n public Button ReconnectButton;\\n\\n private void Awake()\\n {\\n ReconnectButton.onClick.AddListener(OnReconnectClicked);\\n }\\n\\n private void OnReconnectClicked()\\n {\\n // Should automatically reconnect\\n }\\n\\n void Update()\\n {\\n if (Web3.WsRpc != null)\\n {\\n StatusText.text = \\"Socket: \\" + Web3.WsRpc.State;\\n ReconnectButton.gameObject.SetActive(Web3.WsRpc.State == WebSocketState.Closed);\\n }\\n }\\n}" } } }, @@ -1495,7 +16587,37 @@ exports[`preset generator should run successfully 1`] = ` "LiberationSans - OFL.txt": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt", "isBinary": false, - "content": "Digitized data copyright (c) 2010 Google Corporation\\n\\twith Reserved Font Arimo, Tinos and Cousine.\\nCopyright (c) 2012 Red Hat, Inc.\\n\\twith Reserved Font Name Liberation.\\n\\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\\nThis license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL\\n\\n-----------------------------------------------------------\\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\\n-----------------------------------------------------------\\n\\nPREAMBLE\\nThe goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.\\n\\nThe OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.\\n\\nDEFINITIONS\\n\\"Font Software\\" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.\\n\\n\\"Reserved Font Name\\" refers to any names specified as such after the copyright statement(s).\\n\\n\\"Original Version\\" refers to the collection of Font Software components as distributed by the Copyright Holder(s).\\n\\n\\"Modified Version\\" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.\\n\\n\\"Author\\" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.\\n\\nPERMISSION & CONDITIONS\\nPermission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:\\n\\n1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.\\n\\n2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.\\n\\n3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.\\n\\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.\\n\\n5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.\\n\\nTERMINATION\\nThis license becomes null and void if any of the above conditions are not met.\\n\\nDISCLAIMER\\nTHE FONT SOFTWARE IS PROVIDED \\"AS IS\\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE." + "content": [ + "Digitized data copyright (c) 2010 Google Corporation", + "with Reserved Font Arimo, Tinos and Cousine.", + "Copyright (c) 2012 Red Hat, Inc.", + "with Reserved Font Name Liberation.", + "This Font Software is licensed under the SIL Open Font License, Version 1.1.", + "This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL", + "-----------------------------------------------------------", + "SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007", + "-----------------------------------------------------------", + "PREAMBLE", + "The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.", + "The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.", + "DEFINITIONS", + "\\"Font Software\\" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.", + "\\"Reserved Font Name\\" refers to any names specified as such after the copyright statement(s).", + "\\"Original Version\\" refers to the collection of Font Software components as distributed by the Copyright Holder(s).", + "\\"Modified Version\\" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.", + "\\"Author\\" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.", + "PERMISSION & CONDITIONS", + "Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:", + "1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.", + "2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.", + "3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.", + "4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.", + "5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.", + "TERMINATION", + "This license becomes null and void if any of the above conditions are not met.", + "DISCLAIMER", + "THE FONT SOFTWARE IS PROVIDED \\"AS IS\\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE." + ] }, "LiberationSans - OFL.txt.meta": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta", @@ -1525,18 +16647,13 @@ exports[`preset generator should run successfully 1`] = ` "Fonts & Materials": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials", "children": { - "LiberationSans SDF - Drop Shadow.mat.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta", - "isBinary": true, - "content": null - }, "LiberationSans SDF - Drop Shadow.mat": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat", "isBinary": true, "content": null }, - "LiberationSans SDF - Fallback.asset.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta", + "LiberationSans SDF - Drop Shadow.mat.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Drop Shadow.mat.meta", "isBinary": true, "content": null }, @@ -1545,8 +16662,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "LiberationSans SDF - Outline.mat.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta", + "LiberationSans SDF - Fallback.asset.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset.meta", "isBinary": true, "content": null }, @@ -1555,8 +16672,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "LiberationSans SDF.asset.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta", + "LiberationSans SDF - Outline.mat.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat.meta", "isBinary": true, "content": null }, @@ -1564,6 +16681,11 @@ exports[`preset generator should run successfully 1`] = ` "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset", "isBinary": true, "content": null + }, + "LiberationSans SDF.asset.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta", + "isBinary": true, + "content": null } } }, @@ -1572,36 +16694,40 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, + "LineBreaking Following Characters.txt": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt", + "isBinary": false, + "content": [ + ")]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°\\"†‡℃〆%,." + ] + }, "LineBreaking Following Characters.txt.meta": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt.meta", "isBinary": true, "content": null }, - "LineBreaking Following Characters.txt": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt", + "LineBreaking Leading Characters.txt": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt", "isBinary": false, - "content": ")]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°\\"†‡℃〆%,." + "content": [ + "([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\\\\[({£¥\\"々〇$¥₩ #" + ] }, "LineBreaking Leading Characters.txt.meta": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt.meta", "isBinary": true, "content": null }, - "LineBreaking Leading Characters.txt": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt", - "isBinary": false, - "content": "([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\\\\[({£¥\\"々〇$¥₩ #" - }, "Sprite Assets": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Sprite Assets", "children": { - "EmojiOne.asset.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta", + "EmojiOne.asset": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset", "isBinary": true, "content": null }, - "EmojiOne.asset": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset", + "EmojiOne.asset.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Sprite Assets/EmojiOne.asset.meta", "isBinary": true, "content": null } @@ -1615,13 +16741,13 @@ exports[`preset generator should run successfully 1`] = ` "Style Sheets": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Style Sheets", "children": { - "Default Style Sheet.asset.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta", + "Default Style Sheet.asset": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset", "isBinary": true, "content": null }, - "Default Style Sheet.asset": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset", + "Default Style Sheet.asset.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/Style Sheets/Default Style Sheet.asset.meta", "isBinary": true, "content": null } @@ -1632,13 +16758,13 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP Settings.asset.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta", + "TMP Settings.asset": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/TMP Settings.asset", "isBinary": true, "content": null }, - "TMP Settings.asset": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/TMP Settings.asset", + "TMP Settings.asset.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Resources/TMP Settings.asset.meta", "isBinary": true, "content": null } @@ -1652,18 +16778,13 @@ exports[`preset generator should run successfully 1`] = ` "Shaders": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders", "children": { - "TMP_Bitmap-Custom-Atlas.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta", - "isBinary": true, - "content": null - }, "TMP_Bitmap-Custom-Atlas.shader": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader", "isBinary": true, "content": null }, - "TMP_Bitmap-Mobile.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta", + "TMP_Bitmap-Custom-Atlas.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta", "isBinary": true, "content": null }, @@ -1672,8 +16793,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_Bitmap.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta", + "TMP_Bitmap-Mobile.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta", "isBinary": true, "content": null }, @@ -1682,8 +16803,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF Overlay.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta", + "TMP_Bitmap.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta", "isBinary": true, "content": null }, @@ -1692,8 +16813,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF SSD.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta", + "TMP_SDF Overlay.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta", "isBinary": true, "content": null }, @@ -1702,8 +16823,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Mobile Masking.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta", + "TMP_SDF SSD.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta", "isBinary": true, "content": null }, @@ -1712,8 +16833,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Mobile Overlay.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta", + "TMP_SDF-Mobile Masking.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta", "isBinary": true, "content": null }, @@ -1722,8 +16843,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Mobile SSD.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta", + "TMP_SDF-Mobile Overlay.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta", "isBinary": true, "content": null }, @@ -1732,8 +16853,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Mobile.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta", + "TMP_SDF-Mobile SSD.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta", "isBinary": true, "content": null }, @@ -1742,8 +16863,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Surface-Mobile.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta", + "TMP_SDF-Mobile.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta", "isBinary": true, "content": null }, @@ -1752,8 +16873,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF-Surface.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta", + "TMP_SDF-Surface-Mobile.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta", "isBinary": true, "content": null }, @@ -1762,8 +16883,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_SDF.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta", + "TMP_SDF-Surface.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta", "isBinary": true, "content": null }, @@ -1772,8 +16893,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMP_Sprite.shader.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta", + "TMP_SDF.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta", "isBinary": true, "content": null }, @@ -1782,8 +16903,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMPro.cginc.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta", + "TMP_Sprite.shader.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta", "isBinary": true, "content": null }, @@ -1792,8 +16913,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMPro_Mobile.cginc.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta", + "TMPro.cginc.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta", "isBinary": true, "content": null }, @@ -1802,8 +16923,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMPro_Properties.cginc.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta", + "TMPro_Mobile.cginc.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta", "isBinary": true, "content": null }, @@ -1812,8 +16933,8 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, - "TMPro_Surface.cginc.meta": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta", + "TMPro_Properties.cginc.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta", "isBinary": true, "content": null }, @@ -1821,6 +16942,11 @@ exports[`preset generator should run successfully 1`] = ` "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc", "isBinary": true, "content": null + }, + "TMPro_Surface.cginc.meta": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta", + "isBinary": true, + "content": null } } }, @@ -1832,26 +16958,187 @@ exports[`preset generator should run successfully 1`] = ` "Sprites": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Sprites", "children": { + "EmojiOne Attribution.txt": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt", + "isBinary": false, + "content": [ + "This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/", + "Please visit their website to view the complete set of their emojis and review their licensing terms." + ] + }, "EmojiOne Attribution.txt.meta": { "path": "./unity/Lumberjack/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta", "isBinary": true, "content": null }, - "EmojiOne Attribution.txt": { - "path": "./unity/Lumberjack/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt", + "EmojiOne.json": { + "path": "./unity/Lumberjack/Assets/TextMesh Pro/Sprites/EmojiOne.json", "isBinary": false, - "content": "This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/\\r\\n\\r\\nPlease visit their website to view the complete set of their emojis and review their licensing terms." + "content": [ + "{", + "\\"frames\\": [", + "{", + "\\"filename\\": \\"1f60a.png\\",", + "\\"frame\\": { \\"x\\": 0, \\"y\\": 0, \\"w\\": 128, \\"h\\": 128 },", + 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+ "\\"filename\\": \\"1f60e.png\\",", + "\\"frame\\": { \\"x\\": 384, \\"y\\": 0, \\"w\\": 128, \\"h\\": 128 },", + "\\"rotated\\": false,", + "\\"trimmed\\": false,", + "\\"spriteSourceSize\\": { \\"x\\": 0, \\"y\\": 0, \\"w\\": 128, \\"h\\": 128 },", + "\\"sourceSize\\": { \\"w\\": 128, \\"h\\": 128 },", + "\\"pivot\\": { \\"x\\": 0.5, \\"y\\": 0.5 }", + "},", + "{", + "\\"filename\\": \\"1f600.png\\",", + "\\"frame\\": { \\"x\\": 0, \\"y\\": 128, \\"w\\": 128, \\"h\\": 128 },", + "\\"rotated\\": false,", + "\\"trimmed\\": false,", + "\\"spriteSourceSize\\": { \\"x\\": 0, \\"y\\": 0, \\"w\\": 128, \\"h\\": 128 },", + "\\"sourceSize\\": { \\"w\\": 128, \\"h\\": 128 },", + "\\"pivot\\": { \\"x\\": 0.5, \\"y\\": 0.5 }", + "},", + "{", + "\\"filename\\": \\"1f601.png\\",", + "\\"frame\\": { \\"x\\": 128, \\"y\\": 128, \\"w\\": 128, \\"h\\": 128 },", + "\\"rotated\\": false,", + "\\"trimmed\\": false,", + "\\"spriteSourceSize\\": { \\"x\\": 0, \\"y\\": 0, \\"w\\": 128, \\"h\\": 128 },", + 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- }, "TemplateData": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/TemplateData", "children": { @@ -1950,16 +17232,33 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, + "style.css": { + "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/TemplateData/style.css", + "isBinary": false, + "content": [ + "body { padding: 0; margin: 0 }", + "#unity-container { position: absolute }", + "#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }", + "#unity-container.unity-mobile { width: 100%; height: 100% }", + "#unity-canvas { background: {{{ BACKGROUND_COLOR }}} }", + ".unity-mobile #unity-canvas { width: 100%; height: 100% }", + "#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }", + "#unity-logo { width: 154px; height: 130px; background: url('unity-logo-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }", + "#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }", + "#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }", + "#unity-footer { position: relative }", + ".unity-mobile #unity-footer { display: none }", + "#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }", + "#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }", + "#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }", + "#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }" + ] + }, "style.css.meta": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/TemplateData/style.css.meta", "isBinary": true, "content": null }, - "style.css": { - "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/TemplateData/style.css", - "isBinary": false, - "content": "body { padding: 0; margin: 0 }\\n#unity-container { position: absolute }\\n#unity-container.unity-desktop { left: 50%; top: 50%; transform: translate(-50%, -50%) }\\n#unity-container.unity-mobile { width: 100%; height: 100% }\\n#unity-canvas { background: {{{ BACKGROUND_COLOR }}} }\\n.unity-mobile #unity-canvas { width: 100%; height: 100% }\\n#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }\\n#unity-logo { width: 154px; height: 130px; background: url('unity-logo-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }\\n#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; margin-left: 6.5px; background: url('progress-bar-empty-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }\\n#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-{{{ SPLASH_SCREEN_STYLE.toLowerCase() }}}.png') no-repeat center }\\n#unity-footer { position: relative }\\n.unity-mobile #unity-footer { display: none }\\n#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }\\n#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }\\n#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }\\n#unity-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }\\n" - }, "unity-logo-dark.png": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/TemplateData/unity-logo-dark.png", "isBinary": true, @@ -1997,16 +17296,145 @@ exports[`preset generator should run successfully 1`] = ` "isBinary": true, "content": null }, + "index.html": { + "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/index.html", + "isBinary": false, + "content": [ + "", + "", + "", + "", + "", + "Solana | {{{ PRODUCT_NAME }}}", + "", + "", + "", + "", + "", + "", + "
", + "
", + "
", + "
", + "
", + "
", + "
", + "
", + "Source code:", + " here ", + "
", + "
", + "
{{{ PRODUCT_NAME }}} Example
", + "
", + "", + "", + "", + "" + ] + }, "index.html.meta": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/index.html.meta", "isBinary": true, "content": null }, - "index.html": { - "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/index.html", - "isBinary": false, - "content": "\\n\\n \\n \\n \\n Solana | {{{ PRODUCT_NAME }}}\\n \\n \\n \\n \\n \\n \\n
\\n
\\n
\\n
\\n
\\n
\\n
\\n
\\n Source code:\\n here \\n\\n
\\n
\\n
{{{ PRODUCT_NAME }}} Example
\\n
\\n \\n \\n \\n\\n" - }, "thumbnail.png": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/SolanaWebGlTemplate/thumbnail.png", "isBinary": true, @@ -2027,16 +17455,112 @@ exports[`preset generator should run successfully 1`] = ` "xNFT": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/xNFT", "children": { + "index.html": { + "path": "./unity/Lumberjack/Assets/WebGLTemplates/xNFT/index.html", + "isBinary": false, + "content": [ + "", + "", + "", + "", + "", + "Unity XNFT | {{{ PRODUCT_NAME }}}<", + "", + "", + "", + "", + "
", + "", + "
", + "
", + "
", + "
", + "
", + "
", + "
", + "", + "", + "" + ] + }, "index.html.meta": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/xNFT/index.html.meta", "isBinary": true, "content": null }, - "index.html": { - "path": "./unity/Lumberjack/Assets/WebGLTemplates/xNFT/index.html", - "isBinary": false, - "content": "\\n\\n \\n \\n \\n Unity XNFT | {{{ PRODUCT_NAME }}}<\\n \\n \\n \\n \\n
\\n \\n
\\n
\\n
\\n
\\n
\\n
\\n
\\n \\n \\n\\n" - }, "thumbnail.png": { "path": "./unity/Lumberjack/Assets/WebGLTemplates/xNFT/thumbnail.png", "isBinary": true, @@ -2069,12 +17593,477 @@ exports[`preset generator should run successfully 1`] = ` "manifest.json": { "path": "./unity/Lumberjack/Packages/manifest.json", "isBinary": false, - "content": "{\\n \\"dependencies\\": {\\n \\"com.solana.unity_sdk\\": \\"https://github.com/magicblock-labs/Solana.Unity-SDK.git\\",\\n \\"com.unity.2d.sprite\\": \\"1.0.0\\",\\n \\"com.unity.collab-proxy\\": \\"2.2.0\\",\\n \\"com.unity.feature.development\\": \\"1.0.1\\",\\n \\"com.unity.ide.rider\\": \\"3.0.25\\",\\n \\"com.unity.ide.visualstudio\\": \\"2.0.21\\",\\n \\"com.unity.ide.vscode\\": \\"1.2.5\\",\\n \\"com.unity.test-framework\\": \\"1.1.33\\",\\n \\"com.unity.textmeshpro\\": \\"3.0.6\\",\\n \\"com.unity.timeline\\": \\"1.6.5\\",\\n \\"com.unity.ugui\\": \\"1.0.0\\",\\n \\"com.unity.visualscripting\\": \\"1.9.1\\",\\n \\"com.unity.modules.ai\\": \\"1.0.0\\",\\n 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\\"com.unity.modules.unityanalytics\\": \\"1.0.0\\",\\n \\"com.unity.modules.unitywebrequest\\": \\"1.0.0\\",\\n \\"com.unity.modules.unitywebrequestassetbundle\\": \\"1.0.0\\",\\n \\"com.unity.modules.unitywebrequestaudio\\": \\"1.0.0\\",\\n \\"com.unity.modules.unitywebrequesttexture\\": \\"1.0.0\\",\\n \\"com.unity.modules.unitywebrequestwww\\": \\"1.0.0\\",\\n \\"com.unity.modules.vehicles\\": \\"1.0.0\\",\\n \\"com.unity.modules.video\\": \\"1.0.0\\",\\n \\"com.unity.modules.vr\\": \\"1.0.0\\",\\n \\"com.unity.modules.wind\\": \\"1.0.0\\",\\n \\"com.unity.modules.xr\\": \\"1.0.0\\"\\n }\\n}\\n" + "content": [ + "{", + "\\"dependencies\\": {", + "\\"com.solana.unity_sdk\\": \\"https://github.com/magicblock-labs/Solana.Unity-SDK.git\\",", + "\\"com.unity.2d.sprite\\": \\"1.0.0\\",", + "\\"com.unity.collab-proxy\\": \\"2.2.0\\",", + "\\"com.unity.feature.development\\": \\"1.0.1\\",", + "\\"com.unity.ide.rider\\": \\"3.0.25\\",", + "\\"com.unity.ide.visualstudio\\": \\"2.0.21\\",", + 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- }, "EditorUserSettings.asset": { "path": "./unity/Lumberjack/UserSettings/EditorUserSettings.asset", "isBinary": true, @@ -2239,7 +18402,9 @@ exports[`preset generator should run successfully 1`] = ` "Search.settings": { "path": "./unity/Lumberjack/UserSettings/Search.settings", "isBinary": false, - "content": "{}" + "content": [ + "{}" + ] } } } diff --git a/packages/preset-lumberjack/src/generators/preset/files/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/.DS_Store.template deleted file mode 100644 index 5ca03de..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/.DS_Store.template deleted file mode 100644 index 558d272..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.DS_Store.template deleted file mode 100644 index e880b09..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.DS_Store.template deleted file mode 100644 index b90f176..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.idea.Lumberjack/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.idea.Lumberjack/.DS_Store.template deleted file mode 100644 index 4f67212..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/.idea/.idea.Lumberjack/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/.DS_Store.template deleted file mode 100644 index bf0a667..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/Game/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/Game/.DS_Store.template deleted file mode 100644 index fef99aa..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/Game/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/WebGLTemplates/SolanaWebGlTemplate/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/WebGLTemplates/SolanaWebGlTemplate/.DS_Store.template deleted file mode 100644 index 1d1a2ee..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/Assets/WebGLTemplates/SolanaWebGlTemplate/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/UserSettings/.DS_Store.template b/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/UserSettings/.DS_Store.template deleted file mode 100644 index 05bf373..0000000 Binary files a/packages/preset-lumberjack/src/generators/preset/files/unity/__className__/UserSettings/.DS_Store.template and /dev/null differ diff --git a/packages/preset-lumberjack/src/util/get-gecursive-file-contents.ts b/packages/preset-lumberjack/src/util/get-gecursive-file-contents.ts index 18d93cc..18d1865 100644 --- a/packages/preset-lumberjack/src/util/get-gecursive-file-contents.ts +++ b/packages/preset-lumberjack/src/util/get-gecursive-file-contents.ts @@ -2,7 +2,7 @@ import { Tree } from '@nx/devkit'; export interface FileContents { path: string; - content?: string; + content?: string | string[]; isBinary?: boolean; children?: Record; } @@ -10,13 +10,17 @@ export interface FileContents { const binaries = [ 'asset', 'cginc', + 'DS_Store', + 'dll', 'dwlt', 'eot', 'gif', 'ico', 'jpeg', 'jpg', + 'lock', 'mat', + 'mdb', 'meta', 'pdf', 'png', @@ -28,26 +32,44 @@ const binaries = [ 'woff2', ]; -export function getRecursiveFileContents(tree: Tree, path: string) { +export function getRecursiveFileContents( + tree: Tree, + path: string, + includeBinaries = false +) { const contents: Record = {}; - const dir = tree.children(path); + const dir = tree.children(path).sort(); dir.forEach((file) => { if (tree.isFile(`${path}/${file}`)) { const isBinary = binaries.includes(file.split('.').pop()); + const content = tree.read(`${path}/${file}`); + const binaryContent = includeBinaries ? content.toString('base64') : null; + contents[file] = { path: `${path}/${file}`, isBinary, content: isBinary - ? null - : tree.read(`${path}/${file}`).toString('utf-8'), + ? binaryContent + : formatOutput(content.toString('utf-8')), }; } else { contents[file] = { path: `${path}/${file}`, - children: getRecursiveFileContents(tree, `${path}/${file}`), + children: getRecursiveFileContents( + tree, + `${path}/${file}`, + includeBinaries + ), }; } }); return contents; } + +export function formatOutput(value: string) { + return value + .split('\n') + .map((line) => line.trim()) + .filter((line) => line.length > 0); +}