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66 Commits

Author SHA1 Message Date
Philip
9f99d1692a Update README.md 2024-04-16 16:39:03 +00:00
ded24875c5 Merge branch 'main' of gitea.philipwhite.dev:Null_Cat/Pasty-Protector 2024-04-16 17:37:41 +01:00
49b1b3fee1 Add Licence 2024-04-16 17:37:11 +01:00
Philip
09bc91d185 Update README.md 2024-04-16 14:01:13 +00:00
5e59a9ea35 Updated Repo for GitHub 2024-01-19 14:25:58 +00:00
7051093dad Added EasterEgg 2021-11-17 18:26:03 +00:00
ef638af4e0 Update Moved Sand 2021-11-17 17:35:55 +00:00
Blue Ellis Probert
88b8c7fa47 Sound
Addjusted sound for ship sinking
2021-11-17 17:33:34 +00:00
d66a239e85 Bug Fix EnemyReturn Collecting on Wrong Box 2021-11-17 17:26:40 +00:00
Blue Ellis Probert
1e62555aaa Sand
Addedd Sand
2021-11-17 17:23:28 +00:00
dade4f9ba0 Update AllyReturn for Bool Switch on Drop 2021-11-17 16:47:54 +00:00
7f6b627bdd Update AllyReturn to Drop Random Bomb Type 2021-11-17 16:45:34 +00:00
Tc263880
bf93365d96 tidying up and error when opening so i cant play
BestFit is only supported for dynamic fonts. Font 'Pixeled' is not dynamic.
UnityEngine.Canvas:SendWillRenderCanvases ()
2021-11-17 15:24:42 +00:00
Brendan872
40ee51eb20 Edited shore line file 2021-11-17 12:46:31 +00:00
8550f7c1ca Update Leaderboard Handle Database Host Change 2021-11-16 12:04:45 +00:00
f01598cb18 Update Defender Reorder Hierarchy 2021-11-15 22:08:43 +00:00
b2772318b9 Update Defender for Audio Serialization 2021-11-15 22:07:56 +00:00
105b5b0b24 Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository 2021-11-15 22:04:47 +00:00
bf8ed223f8 Bug Fix Invaild Reference on Destroy 2021-11-15 22:04:37 +00:00
Blue Ellis Probert
5e667eb244 background-loop
made the background song loop better
2021-11-15 21:34:26 +00:00
Blue Ellis Probert
d48ac4da85 added-background-music
background music added to the game
2021-11-15 21:17:30 +00:00
Blue Ellis Probert
265d52dda5 adjusted-difficulty
increased the time between difficulty increasing
2021-11-15 19:28:29 +00:00
Blue Ellis Probert
0b3fcde9ad adjusted-cannon-volume
lower the volume of the cannon
2021-11-15 19:18:32 +00:00
Blue Ellis Probert
3959a02423 ship-sinking-rebalances
see previous
2021-11-15 19:12:24 +00:00
Blue Ellis Probert
51b2837e34 ship-sinking-rebalaced-added
a new ship sinking sound added that has been eddited
2021-11-15 19:10:41 +00:00
Arson Lindgren
554d9a35c1 Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository 2021-11-15 18:16:14 +00:00
Arson Lindgren
ce283020ab Allied Ships v1.0
Inital Commit for Allied Ships
2021-11-15 18:15:00 +00:00
58f182241e Update for Ship Sinking SFX Fix 2021-11-15 17:41:59 +00:00
8af6e6546c Update Enemy Ship for Sink SFX 2021-11-15 17:25:50 +00:00
Blue Ellis Probert
004437c741 ship-sinking 2021-11-15 17:18:39 +00:00
Blue Ellis Probert
16a8fb3b2e ship-sinking-sound
ship-sinking-sound-added-to-folder
2021-11-15 17:17:40 +00:00
575388d95e Update DifficultyScale for Cap and Slow Ease 2021-11-15 17:07:33 +00:00
Blue Ellis Probert
02d9a4ac37 Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository 2021-11-15 17:01:06 +00:00
Blue Ellis Probert
8653962024 audio and spawn tweak
reduced cannon sound level and increased the time interval for difficulty increase
2021-11-15 17:00:36 +00:00
JAMIE Leveridge
65e7d83aea Merge pull request #14 from Games-Academy-Student-Work-21-22/bomb-powerup
Bomb powerup
2021-11-15 16:58:52 +00:00
JamieLeveridge
2dc1408780 Added the new function to the bomb script 2021-11-15 16:56:07 +00:00
69f57d3000 Bug Fix Pasty Spawn Out of Bounds 2021-11-15 16:48:04 +00:00
JamieLeveridge
dd68ea4e65 Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository 2021-11-15 16:10:22 +00:00
36883be734 Merge pull request #13 from Games-Academy-Student-Work-21-22/scoreboard-alignment-fix
Scoreboard alignment fix
2021-11-14 17:51:17 +00:00
b7a7299d73 Update Board Animations for Constrained Layout 2021-11-14 17:48:22 +00:00
2d67c2d5d3 Update Leaderboard Script for Constrained Layout 2021-11-14 17:47:57 +00:00
d72067a489 Update Defender for New Constrained Layout 2021-11-14 17:47:30 +00:00
6c92ae0372 Update Defender For Constrained Grid 2021-11-14 17:35:48 +00:00
7114fe0217 Update Return Collider Position 2021-11-14 16:55:49 +00:00
b4273b69f3 Update Ability to Change Difficulty Scale Type 2021-11-14 16:49:45 +00:00
31b445bc82 Merge pull request #12 from Games-Academy-Student-Work-21-22/constrain-pasty-spawn
Constrain pasty spawn
2021-11-14 16:13:08 +00:00
c4f9a40659 Added Pastie Spawn Script With Bounds Check 2021-11-14 16:08:58 +00:00
5820b9c9bd Update EnemyReturn Script for New Handle on Pasty 2021-11-14 14:48:16 +00:00
1de99959ec Added DOTween Plugin 2021-11-14 14:45:58 +00:00
1c097ed28a Added Visual Response on Invalid Input 2021-11-14 14:33:44 +00:00
4cd2a24436 Added User Input Sterilization & Verification 2021-11-14 13:55:02 +00:00
ad207d2e02 Bug Fix Remove Async Winddown Error 2021-11-14 12:56:33 +00:00
6c78643e7d Merge pull request #11 from Games-Academy-Student-Work-21-22/amend-database-script
Amend database script
2021-11-14 12:42:48 +00:00
2e26a1bdca Update Defender for Leaderboard Element Change 2021-11-14 12:40:21 +00:00
8ffa174660 Update Animation Length 2021-11-14 12:34:07 +00:00
f4cf586606 Update Leaderboard Animations 2021-11-14 12:32:18 +00:00
624a56420a Update LeaderboardHandle Script for Async 2021-11-14 12:28:18 +00:00
79eaa64ccf Bug Fix in Text Animation Script 2021-11-14 12:11:16 +00:00
68d2750ff1 Added Fechting Scores Animation 2021-11-14 12:00:11 +00:00
cc31ce9b38 Update Inserted Public Destroy Ship Function 2021-11-14 10:55:11 +00:00
JAMIE Leveridge
68912e52cd Merge pull request #10 from Games-Academy-Student-Work-21-22/bomb-powerup
added bomb and nuke power ups
2021-11-11 10:50:35 +00:00
Jamie Leveridge
e48ca1095d added bomb and nuke power ups 2021-11-11 10:48:49 +00:00
JamieLeveridge
30cc5ae849 Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository 2021-11-10 16:54:20 +00:00
JamieLeveridge
3a05d9521f Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository
# Conflicts:
#	Unity-Files/Assets/Examples/Defender/Defender.unity
2021-11-10 16:54:10 +00:00
JamieLeveridge
0f8aaa9a5b Merge branch 'main' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-21-22/2C-CC-Repository
# Conflicts:
#	Unity-Files/Assets/Examples/Defender/Defender.unity
2021-11-08 17:20:14 +00:00
JamieLeveridge
523bd3e5fc Do not push 2021-11-08 17:08:23 +00:00
138 changed files with 15048 additions and 731 deletions

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### Blank Unity Project - Changelog - September 2021 ###
* Updated .gitattributes to try and better treat .asset files correctly with minimal work from the user.
* Removed sample assets as students were not utilizing them.
* Updated project to use Unity 2020.3.12.
* Updated project to use Unity 2019.4.17.
* Fixed Some LFS issues.
* Updated project to use Unity 2019.4.1.f1.
* Updated project to use Unity 2018.4.2.f1.
* Removed out-of-date git plug-in. If you want to use this feature, add it from The Asset Store.
* Added 'Logs' folder to .gitignore
* Added 'bin' folder to .gitignore. You can build projects to folders in bin and they won't get added to the repo.
* Removed unneeded packages from the default project ( Ads, Analytics and Collaborate are not required for most projects. Text Mesh Pro has been left in as that is regularly used in projects).
* Created barebones sample project folder structure (Scenes, Materials, Prefabs).
* Added a sample asset to each folder to ensure they are not empty.
* Forced deferred rendering throughout the project.
* Forced main camera to use deferred rendering and to not use MSAA. (For antialiasing, add the Post Processing Stack v2 from The Package Manager).
* Disabled resolution / quality dialog from start up and set the resolution and quality defaults to the best defaults available (Default resolution is native resolution. Display mode is Fullscreen borderless window. All quality settings use deffered rendering, but are otherwise left as default).
* Changed the colour space from 'Gamma' to 'Linear'. Linear colour space provides a better range of colours.
* Disabled Mixed Lighting and Autogenerate lighting. Only realtime global illumination is used by default. If you want to bake static lightmaps, enable mixed lighting in the lighting settings.
* Changed Player (launcher) settings to force a single instance, run in background and be visible in the background. These are generally the best all round default settings for the launcher. If you want the player to be able to configure default controls, quality and graphics settings, some of the above player settings should be re-enabled, or you must write your own UI in-game.

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### Blank Unity Project ###
This repository has been pre-configured with a .gitignore and .gitattributes file specific to Unity projects using git-lfs.
This project was created for Unity [2020.3.12](https://download.unity3d.com/download_unity/b3b2c6512326/Windows64EditorInstaller/UnitySetup64-2020.3.12f1.exe?_gl=1*19gknxd*_ga*MTQ0MTQ4NzI0Ni4xNjIxOTM4ODk1*_ga_1S78EFL1W5*MTYzMDQyMTA4MS4zMS4wLjE2MzA0MjEwODEuNjA)
The project has been created with a barebones folder structure. The settings have been optimized for best 3D quality without adding any additional packages to the project.
For 2D projects, go to Edit -> Project Settings -> Editor and set the "Default Behaviour Mode" to 2D. Do this at the start so that imported assets are optimized automatically.
To use this repo select it from the remplate list when making a new repo.
Note: Do not leave empty folders in your Unity project. Empty folders do not get added to version control, but the meta files they create do. This can lead to issues with keeping your project up to date.
For full details on this project's settings, please read the Changelog.md
Do you have any suggestions for improvements? Please submit a pull request!

21
LICENCE.txt Normal file
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MIT License
Copyright (c) 2024 Philip White
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Creative Cards Group 2C
# Creative Cards Group 2C - Pasty Protector
### Wildcard: The Sea
## Description
Protect the pasty supply of Pendennis Castle at all costs!
Man the cannons and shoot the approaching pirate ships to prevent the piliferous plunderers from stealing all your delicious loot aye!
Shoot ye captured loot to reclaim it from their crummy hands before it sleeps with the fishes.
Don't hit the friendly fishing boats though, as the locals would not appreciate that very much now would they?
## Trello Board
https://trello.com/b/h0T2u0Cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using UnityEngine.UI;
public class FetchingScoresAnimation : MonoBehaviour
{
private Text textComponent;
void Start()
{
textComponent = GetComponent<Text>();
AnimateText();
}
private async void AnimateText()
{
while (textComponent != null)
{
try
{
textComponent.text = "Fetching Scores";
await Task.Delay(200);
textComponent.text = "Fetching Scores.";
await Task.Delay(200);
textComponent.text = "Fetching Scores..";
await Task.Delay(200);
textComponent.text = "Fetching Scores...";
await Task.Delay(200);
}
catch (MissingReferenceException)
{
Debug.Log("Missing Reference: Ignoring Due to Async Winddown");
}
}
}
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<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenEditor</name>
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<members>
<member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)">
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Starts the update loop of tween in the editor. Has no effect during playMode.
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Full path for the given loaded assembly, assembly file included
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Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/>
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<param name="id"></param>
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Not used as menu item anymore, but as a utiity function
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if false // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
#if UNITY_5 || UNITY_2017_1_OR_NEWER
using UnityEngine.Audio; // Required for AudioMixer
#endif
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>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</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>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</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#if UNITY_5 || UNITY_2017_1_OR_NEWER
#region AudioMixer (Unity 5 or Newer)
/// <summary>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.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> 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
/// <summary>
/// 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)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// 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.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// 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.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endif
#endregion
}
}
#endif

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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<float, float, FloatOptions> 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<Color, Color, ColorOptions> 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<Color, Color, ColorOptions> 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<Vector4, Vector4, VectorOptions> 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<float, float, FloatOptions> 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<Color, Color, ColorOptions> 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<Color, Color, ColorOptions> 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<Vector4, Vector4, VectorOptions> 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);
}
public static TweenerCore<Color, Color, ColorOptions> 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;
}
public static TweenerCore<Color, Color, ColorOptions> 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;
}
public static TweenerCore<float, float, FloatOptions> 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;
}
public static TweenerCore<float, float, FloatOptions> 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;
}
public static TweenerCore<float, float, FloatOptions> 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;
}
public static TweenerCore<float, float, FloatOptions> 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;
}
public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
#endif

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