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Ein mobiler-first, responsiver Tweening-Editor mit interaktiven Knotenpunkten für Unity, der visuelle Animationen per Gestensteuerung erstellt und als exportierbaren Code generiert.
```csharp
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using UnityEngine.EventSystems;
[RequireComponent(typeof(GraphCanvas))]
[ExecuteAlways]
public class DynamicTweenFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[SerializeField] private float minNodeSize = 30f;
[SerializeField] private float maxNodeSize = 100f;
[SerializeField] private Color defaultNodeColor = new Color(0.2f, 0.6f, 0.9f);
[SerializeField] private Color highlightColor = Color.yellow;
[SerializeField] private Color warningColor = Color.red;
[SerializeField] private float connectionThickness = 2f;
[SerializeField] private float minConnectionDistance = 50f;
[SerializeField] private float dragSpeedMultiplier = 0.5f;
[SerializeField] private float zoomSpeed = 2f;
[SerializeField] private float minZoom = 0.1f;
[SerializeField] private float maxZoom = 5f;
[SerializeField] private AnimationCurve zoomCurve;
private GraphCanvas canvas;
private List<Node> nodes = new List<Node>();
private List<Connection> connections = new List<Connection>();
private Node selectedNode;
private Vector2 lastDragPosition;
private float currentZoom = 1f;
private RectTransform canvasRect;
private bool isDragging = false;
private bool isGeneratingCode = false;
private string generatedCode;
private enum NodeType { Tween, Property, Event, None }
private enum ConnectionType { Tween, Flow, None }
[System.Serializable]
public class Node
{
public Vector2 position;
public NodeType type;
public string name = "New Node";
public string propertyPath;
public Ease easeType;
public float duration = 1f;
public float delay = 0f;
public bool isLoop;
public bool isActive = true;
public Color color;
public RectTransform rectTransform;
public List<int> incomingConnections = new List<int>();
public List<int> outgoingConnections = new List<int>();
public Node(NodeType type, string name = "New Node")
{
this.type = type;
this.name = name;
this.color = defaultNodeColor;
this.easeType = Ease.InOutQuad;
}
public void UpdateVisuals()
{
if (rectTransform == null) return;
// Dynamic size based on content and type
float size = minNodeSize + (type == NodeType.Property ? 20f : 0);
size = Mathf.Clamp(size, minNodeSize, maxNodeSize);
rectTransform.sizeDelta = new Vector2(size, size);
// Update color based on state
if (incomingConnections.Count == 0 && outgoingConnections.Count == 0)
color = warningColor;
else if (incomingConnections.Count > 0)
color = defaultNodeColor;
else if (selectedNode == this)
color = highlightColor;
else
color = defaultNodeColor * 0.8f;
GetComponent<Image>().color = color;
// Update text based on type
Text text = GetComponentInChildren<Text>();
if (text == null) return;
switch (type)
{
case NodeType.Tween:
text.text = name + "\n" + $"Dur: {duration:F1}s\nEase: {easeType}";
break;
case NodeType.Property:
text.text = propertyPath;
break;
case NodeType.Event:
text.text = name;
break;
default:
text.text = name;
break;
}
}
}
[System.Serializable]
public class Connection
{
public int fromNodeIndex;
public int toNodeIndex;
public ConnectionType type;
public LineRenderer lineRenderer;
public bool isValid = true;
public Connection(int from, int to, ConnectionType type)
{
fromNodeIndex = from;
toNodeIndex = to;
this.type = type;
CreateLineRenderer();
}
private void CreateLineRenderer()
{
GameObject lineObj = new GameObject("ConnectionLine_" + fromNodeIndex + "_" + toNodeIndex);
lineObj.transform.SetParent(transform);
lineRenderer = lineObj.AddComponent<LineRenderer>();
lineRenderer.startWidth = connectionThickness;
lineRenderer.endWidth = connectionThickness;
lineRenderer.positionCount = 2;
lineRenderer.useWorldSpace = true;
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
public void UpdateLine()
{
if (lineRenderer == null) return;
if (fromNodeIndex >= nodes.Count || toNodeIndex >= nodes.Count)
{
Destroy(lineRenderer.gameObject);
return;
}
Node fromNode = nodes[fromNodeIndex];
Node toNode = nodes[toNodeIndex];
if (fromNode.rectTransform == null || toNode.rectTransform == null)
{
Destroy(lineRenderer.gameObject);
return;
}
Vector3[] positions = new Vector3[2];
positions[0] = fromNode.rectTransform.rect.center + fromNode.rectTransform.anchoredPosition;
positions[1] = toNode.rectTransform.rect.center + toNode.rectTransform.anchoredPosition;
lineRenderer.SetPositions(positions);
// Check if connection is valid (not overlapping nodes)
isValid = Vector2.Distance(positions[0], positions[1]) > minConnectionDistance;
if (!isValid)
{
lineRenderer.startColor = warningColor;
lineRenderer.endColor = warningColor;
}
else
{
lineRenderer.startColor = type == ConnectionType.Tween ? Color.green : Color.blue;
lineRenderer.endColor = type == ConnectionType.Tween ? Color.green : Color.blue;
}
}
public void DestroyLine()
{
if (lineRenderer != null)
Destroy(lineRenderer.gameObject);
}
}
private void Awake()
{
if (canvas == null)
canvas = GetComponent<GraphCanvas>();
if (canvasRect == null)
canvasRect = canvas.GetComponent<RectTransform>();
// Initialize with default nodes
if (nodes.Count == 0)
{
CreateDefaultNodes();
}
}
private void CreateDefaultNodes()
{
// Property node (start)
Node startNode = new Node(NodeType.Property, "Start Position");
startNode.propertyPath = "transform.localPosition";
nodes.Add(startNode);
// Tween node
Node tweenNode = new Node(NodeType.Tween, "Move Tween");
tweenNode.duration = 2f;
nodes.Add(tweenNode);
// Property node (end)
Node endNode = new Node(NodeType.Property, "End Position");
endNode.propertyPath = "transform.localPosition";
nodes.Add(endNode);
// Create connections
connections.Add(new Connection(0, 1, ConnectionType.Tween));
connections.Add(new Connection(1, 2, ConnectionType.Flow));
UpdateAllNodes();
}
private void UpdateAllNodes()
{
foreach (Node node in nodes)
{
if (node.rectTransform == null)
{
CreateNodeUI(node);
}
node.UpdateVisuals();
}
foreach (Connection conn in connections)
{
conn.UpdateLine();
}
GenerateCode();
}
private void CreateNodeUI(Node node)
{
GameObject nodeObj = new GameObject(node.name);
nodeObj.transform.SetParent(canvas.transform);
node.rectTransform = nodeObj.AddComponent<RectTransform>();
node.rectTransform.anchorMin = Vector2.zero;
node.rectTransform.anchorMax = Vector2.one;
node.rectTransform.sizeDelta = new Vector2(minNodeSize, minNodeSize);
node.rectTransform.anchoredPosition = node.position;
Image nodeImage = nodeObj.AddComponent<Image>();
nodeImage.color = node.color;
nodeImage.preserveAspect = true;
// Add label
GameObject labelObj = new GameObject("Label");
labelObj.transform.SetParent(nodeObj.transform);
Text label = labelObj.AddComponent<Text>();
label.alignment = TextAnchor.MiddleCenter;
label.fontSize = Mathf.RoundToInt(minNodeSize * 0.6f);
label.color = Color.white;
nodeObj.AddComponent<Node>().Initialize(node, label);
// Add drag handler
nodeObj.AddComponent<NodeDragHandler>().Initialize(node);
}
private void GenerateCode()
{
if (isGeneratingCode) return;
isGeneratingCode = true;
generatedCode = GenerateTweenSequence();
Debug.Log("Generated Tween Code:\n" + generatedCode);
isGeneratingCode = false;
}
private string GenerateTweenSequence()
{
string code = "using DG.Tweening;\nusing UnityEngine;\n\n";
if (connections.Count == 0)
{
code += "// No valid tween sequence found. Create connections to generate code.\n";
return code;
}
// Find the starting node (node with no incoming connections)
Node startNode = nodes.FirstOrDefault(n => n.incomingConnections.Count == 0);
if (startNode == null)
{
code += "// No starting node found (node with no incoming connections).\n";
return code;
}
code += "public class GeneratedTweenSequence : MonoBehaviour\n{\n";
code += " void Start()\n {\n";
code += $" // Start tween from {startNode.name}\n";
if (startNode.type == NodeType.Property)
{
code += $" Tween tween = DOTween.To(() => transform.{startNode.propertyPath}, x => transform.{startNode.propertyPath} = x,\n";
code += $" new Vector3(0, 0, 0), // Default target (will be replaced)\n";
code += $" {startNode.duration}.f).SetEase({GetEaseName(startNode.easeType)}).SetDelay({startNode.delay})\n";
// Find all tween nodes connected to this
foreach (int outgoingIndex in startNode.outgoingConnections)
{
Connection conn = connections[outgoingIndex];
if (conn.type == ConnectionType.Tween)
{
Node tweenNode = nodes[conn.toNodeIndex];
code += $".OnComplete(() =>\n" +
$" DOTween.To(() => transform.{tweenNode.propertyPath}, x => transform.{tweenNode.propertyPath} = x,\n" +
$" new Vector3({GetRandomVector3()}), // Target position\n" +
$" {tweenNode.duration}.f).SetEase({GetEaseName(tweenNode.easeType)})\n";
}
}
}
code += ";\n";
code += " }\n";
code += "}\n";
return code;
}
private string GetEaseName(Ease ease)
{
return ease switch
{
Ease.InQuad => "Ease.InQuad",
Ease.OutQuad => "Ease.OutQuad",
Ease.InOutQuad => "Ease.InOutQuad",
Ease.InExpo => "Ease.InExpo",
Ease.OutExpo => "Ease.OutExpo",
Ease.InOutExpo => "Ease.InOutExpo",
Ease.InCirc => "Ease.InCirc",
Ease.OutCirc => "Ease.OutCirc",
Ease.InOutCirc => "Ease.InOutCirc",
_ => "Ease.Linear"
};
}
private Vector3 GetRandomVector3()
{
return new Vector3(Random.Range(-5, 5), Random.Range(-5, 5), Random.Range(-5, 5));
}
#region UI Interactions
public void OnBeginDrag(PointerEventData eventData)
{
if (!canvas.IsPointerOverCanvas(eventData))
return;
lastDragPosition = eventData.position;
isDragging = true;
}
public void OnDrag(PointerEventData eventData)
{
if (!isDragging || !canvas.IsPointerOverCanvas(eventData))
return;
Vector2 delta = eventData.position - lastDragPosition;
lastDragPosition = eventData.position;
// Handle zoom with pinch (mobile) or mouse wheel (desktop)
if (eventData.pointerCount > 1)
{
float pinchDelta = GetPinchDelta(eventData);
ZoomCamera(pinchDelta * zoomSpeed);
}
else if (Input.GetAxis("Mouse ScrollWheel") != 0)
{
ZoomCamera(Input.GetAxis("Mouse ScrollWheel") * zoomSpeed);
}
else
{
// Pan the camera
Vector2 pan = Camera.main.ScreenToViewportPoint(delta) * currentZoom;
camera.transform.Translate(new Vector3(pan.x, pan.y, 0), Space.World);
}
}
public void OnEndDrag(PointerEventData eventData)
{
isDragging = false;
}
private float GetPinchDelta(PointerEventData eventData)
{
if (eventData.pointerCount < 2) return 0f;
Vector2 firstPos, secondPos;
eventData.GetPosition(out firstPos);
eventData.GetPosition(out secondPos, 1);
Vector2 prevFirst, prevSecond;
eventData.GetPreviousPosition(out prevFirst);
eventData.GetPreviousPosition(out prevSecond, 1);
float prevDistance = Vector2.Distance(prevFirst, prevSecond);
float currentDistance = Vector2.Distance(firstPos, secondPos);
return currentDistance / (prevDistance + 0.001f);
}
private void ZoomCamera(float zoomFactor)
{
zoomFactor = Mathf.Clamp(zoomFactor, -1f, 1f);
currentZoom = Mathf.Clamp(currentZoom + zoomFactor, minZoom, maxZoom);
// Apply zoom curve for smoother feel
currentZoom = Mathf.Clamp(zoomCurve.Evaluate(currentZoom), minZoom, maxZoom);
// Update camera orthographic size
Camera.main.orthographicSize = currentZoom * 5f;
// Update all node positions to maintain relative positioning
Vector2 center = canvasRect.rect.center;
foreach (Node node in nodes)
{
if (node.rectTransform != null)
{
Vector2 newPos = node.rectTransform.anchoredPosition;
newPos.x = Mathf.Lerp(newPos.x, center.x, 0.1f * currentZoom);
newPos.y = Mathf.Lerp(newPos.y, center.y, 0.1f * currentZoom);
node.rectTransform.anchoredPosition = newPos;
}
}
}
#endregion
#region Node Management
public void AddNode(NodeType type, Vector2 position = default)
{
Node newNode = new Node(type);
newNode.position = position == default ? Camera.main.ScreenToViewportPoint(Input.mousePosition) * 1000f : position;
nodes.Add(newNode);
CreateNodeUI(newNode);
UpdateAllNodes();
}
public void RemoveNode(int index)
{
if (index < 0 || index >= nodes.Count) return;
// Remove all connections to/from this node
connections.RemoveAll(c => c.fromNodeIndex == index || c.toNodeIndex == index);
// Update other nodes' connection lists
foreach (Node node in nodes)
{
node.incomingConnections.Remove(index);
node.outgoingConnections.Remove(index);
}
Destroy(nodes[index].rectTransform.gameObject);
nodes.RemoveAt(index);
UpdateAllNodes();
}
public void AddConnection(int fromIndex, int toIndex, ConnectionType type)
{
if (fromIndex < 0 || fromIndex >= nodes.Count || toIndex < 0 || toIndex >= nodes.Count) return;
if (fromIndex == toIndex) return; // No self connections
// Check if connection already exists
if (connections.Exists(c => c.fromNodeIndex == fromIndex && c.toNodeIndex == toIndex))
return;
connections.Add(new Connection(fromIndex, toIndex, type));
nodes[fromIndex].outgoingConnections.Add(connections.Count - 1);
nodes[toIndex].incomingConnections.Add(connections.Count - 1);
UpdateAllNodes();
}
public void RemoveConnection(int connectionIndex)
{
if (connectionIndex < 0 || connectionIndex >= connections.Count) return;
Connection conn = connections[connectionIndex];
nodes[conn.fromNodeIndex].outgoingConnections.Remove(connectionIndex);
nodes[conn.toNodeIndex].incomingConnections.Remove(connectionIndex);
conn.DestroyLine();
connections.RemoveAt(connectionIndex);
UpdateAllNodes();
}
#endregion
#region Editor Tools
public void ResetGraph()
{
foreach (Connection conn in connections)
{
conn.DestroyLine();
}
connections.Clear();
foreach (Node node in nodes)
{
Destroy(node.rectTransform.gameObject);
}
nodes.Clear();
CreateDefaultNodes();
}
public void ExportCodeToFile()
{
if (string.IsNullOrEmpty(generatedCode))
{
Debug.LogWarning("No code to export. Create a valid tween sequence first.");
return;
}
string filePath = System.IO.Path.Combine(Application.persistentDataPath, "GeneratedTweenSequence.cs");
System.IO.File.WriteAllText(filePath, generatedCode);
Debug.Log($"Code exported to: {filePath}");
}
#endregion
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