SchultzGames
Para tirar dúvidas, crie um tópico especifico na área "Dúvidas em Geral" e aguarde ser respondido. Evite comentar em tópicos não relacionados a sua dúvida :D
TÓPICOS RECENTES:
Tópico:
Postado em:
Postado por:
Jogo multiplayer com steam
O Labirinto II - Trailer Oficial
Ue posso divulgar meu game que ainda esta em criaçao aqui no forum?
[RESOLVIDO] Inverter o sprite para a direçao que o personagem anda.
Set Active não a reabiilitado C#
Build APK VR Google Cardbord com video.
[PROGRAMADOR FREELA] $$
Mais Um jogo!
Collider (mesh?)
[TUTORIAL] Deformar mesh com batidas (para objetos, veículos, etc)
WW2 Low poly Pack (Free)
Procuro freelancer
Novo Teaser do jogo Dark Age
Unity Admob Erro
DEATH ISLAND 0.2.5 SURVIVAL GAME 4 ANOS EM DESENVOLVIMENTO
Player travando na colisão com o chão Unity 2D
Sombras estão quadradas na build
nao consigo fazer o player sentar no sofa alguem me ajuda
Unity - Ao mudar de scene, todas as Lights são deletadas
210 Linhas de código para inimigo é muito grande?
modelar avatar e skins para um jogo web
ShapeKeys do Blender para a Unity altera áreas próximas
COMO EVITAR QUE UM OBJETO (PLAYER,ITEM ETC...) ATRAVESSE UMA PAREDE.
Ajuda em Script de Verificação de Ação e Reação
unity Failed to load PlayerSettings (internal index #0). Most likely data f
PRECISO FAZER QUE MEU GAME FIQUE ONLINE
Materiais do Blander não aparecem no MeshRendere do Objeto na Unity
Repetiçoes de Textura no Terreno
SERVER IS DOWN - UNITY+MSQL
Procuro programadores - Novo jogo
Problema com o MS VEHICLES
Preciso de ajuda com a Unity
Problema com vídeo em 360° na Unity
Problemas no MS Vehicles
unity- eventos na Animação com Armature/Bones vinda do blender não funciona
ajuda exibir resultados simulados em uma liga Game Unity
Unity - ParticleSystem não é redirecionado no rawimage no canvas
Como resolver o problema de "face orientation" no Blender.
[DÚVIDA] Tive um problema com meu Canvas
erro na Directional Light
Problemas com o Directional Light da Unity 3D
Novo jogo da franquia Sphere game em desenvolvimento
malha da roda não girando com wheel collider unity
Problemas com ambiguidade
Touch mobile
INVALID TOKEN
Como acessar o "HD Render Pipeline" do HDRP por script?
CHAT GPT PRA JOGO DE TIRO? comentem
Tutorial script inimigo segue e foge do player
Ainda vale a pena lançar Asset na Asset Store?
Ajuda com tabela de historico de pontuaçao.
[TUTORIAL] Entrar no carro estilo GTA
Como derrapar um Whell Collider
Como altertar o valor do "Asymptote Value" do Whell Collider via Script
Preciso de ajuda para substituir valor de variavel em outro script
Ajuda com Top Down Shooter utilizando Photon
Duvida com Netcode
[RESOLVIDO] Unity - Movendo a Câmera na Horizontal/Vertical com Touch
Alguém me ajuda com os anúncios pfv
Segundo Trailer do jogo Dark Age, Feliz Natal a todos!
Unity - ScrollRect, Viewport, Content - O Conteúdo ñ inicia no topo
Coleta de itens
Unity - Cadastro do email do jogador
[GRATIS] PACK DE MODELOS 3D PARA JOGO DE TERROR
Onde Conseguir músicas para meu Jogo?
error CS0246 em Script
Alguem teve ja esse problema?
[Projeto em Andamento] Draug, um jogo de hordas
DISPONIVEL PARA FAZER MODELOS 3D
Unity-Loja.Como os Jogadores terão acesso aos ítens comprados na PlayStore?
Bugando depois do Build.
Primeiro Trailer do jogo Dark Age
Problema com sombra
Mesh e Material do objeto trocando para uma instancia no inicio do jogo
[RESOLVIDO] Unity - RawImages_Layer_Camera
INVESTIMENTO EM JOGOS E BANCO DE TALENTO
Teaser do meu novo projeto pessoal, Dark Age
Preciso de ajuda com mudança para mobile androide.
[RESOLVIDO] Posição final do objeto em jogo 2D
Input.GetAxis() obedercer a orientação de um objeto.
Interação com elementos UI
Meu primeiro jogo na steam
Minimap/Radar/GPS Estilo GTA V
[RESOLVIDO] Erro no console depois que formatei o pc
PACK GRÁTIS de Músicas ELETRÔNICAS para ajudar vocês em seus Jogos Indies!
[TUTORIAL] Entenda como funciona: ENUM, SWITCH, BREAK, CASE no C#
O Labirinto II - Baixe o Jogo
Qual e o codigo de Botões na unity para saber seus estados?
Como carregar itens pequenos dentro do carro sem que atravesse os colliders
[Duvida] Script pegar itens
Travamento ao trocar de cena
Colisão zoada e movimentação
Salvar objetos que foram destruidos entre cenas na unity
Quero começa a desenvolver um jogo de luta porem eu queria aprender a faze
Pegar qual objeto colidiu com o Linecast.
movimentação e camera?
[RESOLVIDO] Unity - SceneManager.LoadScene abre scene com objeto "vazio"
[RESOLVIDO] ajuda sobre skybox
MEU SIMULADOR DE CARRO
Sáb Jun 15, 2024 6:43 am
Dom Jun 09, 2024 7:43 pm
Dom Jun 09, 2024 2:16 pm
Seg Jun 03, 2024 11:39 am
Seg maio 27, 2024 12:45 pm
Seg maio 20, 2024 9:01 pm
Dom maio 19, 2024 3:08 pm
Sáb maio 18, 2024 11:46 am
Sáb maio 11, 2024 8:55 am
Qui maio 09, 2024 11:33 pm
Seg Abr 29, 2024 9:34 pm
Qui Abr 25, 2024 3:34 pm
Seg Abr 22, 2024 5:15 pm
Seg Abr 15, 2024 12:23 pm
Qua Abr 10, 2024 1:33 am
Ter Abr 09, 2024 10:28 am
Seg Abr 08, 2024 9:27 pm
Seg Abr 08, 2024 8:01 am
Sáb Abr 06, 2024 8:05 pm
Qui Abr 04, 2024 11:34 pm
Qui Abr 04, 2024 11:13 pm
Sex Mar 22, 2024 2:41 pm
Dom Mar 10, 2024 2:30 pm
Sex Mar 01, 2024 1:27 pm
Qui Fev 22, 2024 9:57 pm
Ter Fev 20, 2024 9:28 am
Ter Fev 20, 2024 12:15 am
Seg Fev 19, 2024 1:06 pm
Seg Fev 12, 2024 1:56 pm
Seg Fev 12, 2024 1:17 pm
Dom Fev 11, 2024 8:55 pm
Dom Fev 11, 2024 11:16 am
Seg Fev 05, 2024 4:18 pm
Dom Fev 04, 2024 9:39 pm
Qua Jan 31, 2024 11:59 pm
Ter Jan 30, 2024 7:37 pm
Ter Jan 23, 2024 6:33 pm
Dom Jan 21, 2024 6:03 pm
Sáb Jan 20, 2024 7:03 pm
Sáb Jan 20, 2024 6:58 pm
Sáb Jan 20, 2024 6:39 pm
Sex Jan 19, 2024 8:40 am
Dom Jan 14, 2024 5:30 pm
Qua Jan 10, 2024 10:29 pm
Qua Jan 10, 2024 8:55 pm
Qua Jan 10, 2024 7:14 pm
Ter Jan 09, 2024 3:55 pm
Ter Jan 09, 2024 8:04 am
Sáb Jan 06, 2024 8:02 pm
Sex Jan 05, 2024 7:01 am
Sex Jan 05, 2024 12:12 am
Qui Jan 04, 2024 6:55 pm
Qui Jan 04, 2024 12:52 pm
Qui Jan 04, 2024 4:34 am
Ter Jan 02, 2024 11:48 pm
Dom Dez 31, 2023 7:25 pm
Qua Dez 27, 2023 5:44 pm
Qua Dez 27, 2023 3:08 pm
Sáb Dez 23, 2023 7:27 pm
Sáb Dez 23, 2023 5:06 pm
Qui Dez 21, 2023 8:10 pm
Seg Dez 18, 2023 2:04 pm
Sex Dez 15, 2023 5:11 pm
Qui Dez 14, 2023 9:13 pm
Qui Dez 14, 2023 2:47 pm
Qui Dez 14, 2023 1:48 pm
Qua Dez 13, 2023 8:58 pm
Ter Dez 12, 2023 2:32 pm
Seg Dez 11, 2023 1:53 pm
Qua Dez 06, 2023 8:13 pm
Sáb Dez 02, 2023 8:06 pm
Qui Nov 30, 2023 7:49 am
Seg Nov 27, 2023 1:35 am
Qua Nov 22, 2023 7:37 am
Qui Nov 09, 2023 1:22 pm
Seg Nov 06, 2023 11:59 am
Ter Out 31, 2023 9:53 am
Dom Out 29, 2023 8:05 pm
Dom Out 29, 2023 3:03 am
Sex Out 27, 2023 3:43 pm
Sex Out 27, 2023 3:28 pm
Qua Out 25, 2023 1:20 pm
Seg Out 23, 2023 10:34 am
Dom Out 22, 2023 6:55 pm
Qui Out 19, 2023 11:57 pm
Qui Out 19, 2023 6:39 pm
Ter Out 17, 2023 6:37 pm
Ter Out 17, 2023 6:18 pm
Seg Out 16, 2023 1:59 pm
Sáb Out 14, 2023 12:15 pm
Qua Out 11, 2023 6:07 pm
Seg Out 09, 2023 4:19 pm
Qua Out 04, 2023 12:12 pm
Qua Out 04, 2023 12:11 pm
Ter Out 03, 2023 9:18 pm
Ter Out 03, 2023 9:08 pm
Ter Out 03, 2023 6:05 pm
Ter Set 26, 2023 12:45 pm
Seg Set 25, 2023 9:02 pm



































































































Problemas com ambiguidade

Ir para baixo

DÚVIDA Problemas com ambiguidade

Mensagem por RodrigoPrivilegium Qua Jan 10, 2024 9:14 pm

Código:
// 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

        /// <summary>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</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> DOFade(this CanvasGroup target, float endValue, float duration)
        {
            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        #endregion

        #region Graphic

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        #endregion

        #region Image

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</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> DOFillAmount(this Image target, float endValue, float duration)
        {
            if (endValue > 1) endValue = 1;
            else if (endValue < 0) endValue = 0;
            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> 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;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> 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;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> 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

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        #endregion

        #region RectTransform

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration);
            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration);
            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration);
            t.SetOptions(AxisConstraint.X, snapping).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration);
            t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration);
            t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration);
            t.SetOptions(AxisConstraint.X).SetTarget(target);
            return t;
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration);
            t.SetOptions(AxisConstraint.Y).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false)
        {
            TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="vibrato">Indicates how much will the punch vibrate</param>
        /// <param name="elasticity">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</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        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);
        }

        /// <summary>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</summary>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="strength">The shake strength</param>
        /// <param name="vibrato">Indicates how much will the shake vibrate</param>
        /// <param name="randomness">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.</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
        /// <param name="randomnessMode">Randomness mode</param>
        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);
        }
        /// <summary>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</summary>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="strength">The shake strength on each axis</param>
        /// <param name="vibrato">Indicates how much will the shake vibrate</param>
        /// <param name="randomness">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.</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
        /// <param name="randomnessMode">Randomness mode</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param>
        /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param>
        /// <param name="numJumps">Total number of jumps</param>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        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);
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        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);
        }
        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false)
        {
            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration);
            t.SetOptions(snapping).SetTarget(target);
            return t;
        }

        #endregion

        #region Text

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>
        /// Tweens a Text's text from one integer to another, with options for thousands separators
        /// </summary>
        /// <param name="fromValue">The value to start from</param>
        /// <param name="endValue">The end value to reach</param>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
        /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
        public static TweenerCore<int, int, NoOptions> 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<int, int, NoOptions> t = DOTween.To(() => v, x => {
                v = x;
                target.text = addThousandsSeparator
                    ? v.ToString("N0", cInfo)
                    : v.ToString();
            }, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
        public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration)
        {
            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
            t.SetTarget(target);
            return t;
        }

        /// <summary>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</summary>
        /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
        /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
        /// otherwise all tags will be considered as normal text</param>
        /// <param name="scrambleMode">The type of scramble mode to use, if any</param>
        /// <param name="scrambleChars">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</param>
        public static TweenerCore<string, string, StringOptions> 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<string, string, StringOptions> 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

        /// <summary>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</summary>
        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
        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

        /// <summary>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</summary>
        /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
        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

        /// <summary>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.<para/>
        /// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary>
        /// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param>
        /// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param>
        /// <param name="duration">The duration of the tween</param>
        /// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param>
        /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param>
        public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle(
            this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false
        )
        {
            TweenerCore<Vector2, Vector2, CircleOptions> 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
        {
            /// <summary>
            /// Converts the anchoredPosition of the first RectTransform to the second RectTransform,
            /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition
            /// </summary>
            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
ambiguidade na linha 114
 s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));

Não sei qual é o erro. Alguém pode ajudar?


Última edição por Magnatah em Dom Jan 14, 2024 6:55 pm, editado 1 vez(es) (Motivo da edição : Coloque um titulo correto, não apenas siglas. (leia as Regras do forum))

RodrigoPrivilegium
Avançado
Avançado

PONTOS : 1625
REPUTAÇÃO : 10
Respeito as regras : Problemas com ambiguidade  WvDYdlf

Ir para o topo Ir para baixo

DÚVIDA Re: Problemas com ambiguidade

Mensagem por RodrigoPrivilegium Qua Jan 10, 2024 10:29 pm

Assets\DOTween_1_2_735\DOTween\Modules\DOTweenModuleSprite.cs(57,33): error CS0121: The call is ambiguous between the following methods or properties: 'DG.Tweening.DOTweenModuleSprite.DOColor(UnityEngine.SpriteRenderer, UnityEngine.Color, float)' and 'DG.Tweening.DOTweenModuleSprite.DOColor(UnityEngine.SpriteRenderer, UnityEngine.Color, float)'

RodrigoPrivilegium
Avançado
Avançado

PONTOS : 1625
REPUTAÇÃO : 10
Respeito as regras : Problemas com ambiguidade  WvDYdlf

Ir para o topo Ir para baixo

Ir para o topo

- Tópicos semelhantes

 
Permissões neste sub-fórum
Não podes responder a tópicos