UI update 02
This commit is contained in:
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using System;
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using UnityEngine;
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namespace XCharts.Runtime
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{
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/// <summary>
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/// the animation info.
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/// ||动画配置参数。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationInfo
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{
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[SerializeField][Since("v3.8.0")] private bool m_Enable = true;
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[SerializeField][Since("v3.8.0")] private bool m_Reverse = false;
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[SerializeField][Since("v3.8.0")] private float m_Delay = 0;
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[SerializeField][Since("v3.8.0")] private float m_Duration = 1000;
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[SerializeField][Since("v3.14.0")] private float m_Speed = 0;
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public AnimationInfoContext context = new AnimationInfoContext();
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/// <summary>
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/// whether enable animation.
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/// ||是否开启动画效果。
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/// </summary>
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public bool enable { get { return m_Enable; } set { m_Enable = value; } }
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/// <summary>
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/// whether enable reverse animation.
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/// ||是否开启反向动画效果。
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/// </summary>
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public bool reverse { get { return m_Reverse; } set { m_Reverse = value; } }
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/// <summary>
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/// the delay time before animation start.
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/// ||动画开始前的延迟时间。
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/// </summary>
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public float delay { get { return m_Delay; } set { m_Delay = value; } }
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/// <summary>
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/// the duration of animation. Default is used to calculate the speed of animation. It can also be specified by speed.
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/// ||动画的时长。默认用于计算动画的速度。也可以通过speed指定速度。
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/// </summary>
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public float duration { get { return m_Duration; } set { m_Duration = value; } }
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/// <summary>
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/// the speed of animation. When speed is specified, duration will be invalid. Default is 0, which means no speed specified.
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/// ||动画的速度。当指定speed时,duration将失效。默认为0,表示不指定速度。
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/// </summary>
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public float speed { get { return m_Speed; } set { m_Speed = value; } }
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/// <summary>
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/// the callback function of animation start.
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/// ||动画开始的回调。
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/// </summary>
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public Action OnAnimationStart { get; set; }
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/// <summary>
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/// the callback function of animation end.
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/// ||动画结束的回调。
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/// </summary>
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public Action OnAnimationEnd { get; set; }
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/// <summary>
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/// the delegate function of animation delay.
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/// ||动画延迟的委托函数。
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/// </summary>
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public AnimationDelayFunction delayFunction { get; set; }
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/// <summary>
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/// the delegate function of animation duration.
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/// ||动画时长的委托函数。
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/// </summary>
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public AnimationDurationFunction durationFunction { get; set; }
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/// <summary>
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/// Reset animation.
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/// ||重置动画。
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/// </summary>
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public void Reset()
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{
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if (!enable) return;
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context.init = false;
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context.start = false;
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context.pause = false;
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context.end = false;
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context.startTime = 0;
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context.currProgress = 0;
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context.destProgress = 0;
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context.totalProgress = 0;
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context.sizeProgress = 0;
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context.currPointIndex = 0;
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context.currPoint = Vector3.zero;
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context.destPoint = Vector3.zero;
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context.dataCurrProgress.Clear();
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context.dataDestProgress.Clear();
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}
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/// <summary>
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/// Start animation.
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/// ||开始动画。
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/// </summary>
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/// <param name="reset">是否重置上一次的参数</param>
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public void Start(bool reset = true)
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{
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if (!enable) return;
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if (context.start)
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{
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context.pause = false;
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return;
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}
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context.init = false;
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context.start = true;
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context.end = false;
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context.pause = false;
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context.startTime = Time.time;
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if (reset)
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{
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context.currProgress = 0;
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context.destProgress = 1;
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context.totalProgress = 0;
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context.sizeProgress = 0;
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context.dataCurrProgress.Clear();
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context.dataDestProgress.Clear();
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}
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if (OnAnimationStart != null)
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{
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OnAnimationStart();
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}
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}
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/// <summary>
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/// Pause animation.
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/// ||暂停动画。
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/// </summary>
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public void Pause()
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{
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if (!enable) return;
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if (!context.start || context.end) return;
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context.pause = true;
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}
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/// <summary>
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/// Resume animation.
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/// ||恢复动画。
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/// </summary>
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public void Resume()
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{
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if (!enable) return;
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if (!context.pause) return;
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context.pause = false;
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}
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/// <summary>
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/// End animation.
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/// ||结束动画。
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/// </summary>
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public void End()
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{
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if (!enable) return;
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if (!context.start || context.end) return;
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context.init = false;
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context.start = false;
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context.end = true;
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context.currPointIndex = context.destPointIndex;
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context.startTime = Time.time;
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if (OnAnimationEnd != null)
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{
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OnAnimationEnd();
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}
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}
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/// <summary>
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/// Initialize animation.
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/// ||初始化动画。
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/// </summary>
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/// <param name="curr">当前进度</param>
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/// <param name="dest">目标进度</param>
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/// <param name="totalPointIndex">目标索引</param>
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/// <returns></returns>
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public bool Init(float curr, float dest, int totalPointIndex)
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{
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if (!enable || !context.start) return false;
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context.totalProgress = dest - curr;
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context.destPointIndex = totalPointIndex;
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if (reverse)
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{
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if (!context.init) context.currProgress = dest;
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context.destProgress = curr;
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}
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else
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{
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if (!context.init) context.currProgress = curr;
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context.destProgress = dest;
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}
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context.init = true;
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return true;
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}
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/// <summary>
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/// Whether animation is finish.
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/// ||动画是否结束。
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/// </summary>
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public bool IsFinish()
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{
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if (!context.start) return true;
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if (context.end) return true;
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if (context.pause) return false;
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if (!context.init) return false;
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return m_Reverse ? context.currProgress <= context.destProgress
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: context.currProgress >= context.destProgress;
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}
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/// <summary>
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/// Whether animation is in delay.
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/// ||动画是否在延迟中。
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/// </summary>
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public bool IsInDelay()
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{
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if (!context.start)
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return false;
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else
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return m_Delay > 0 && Time.time - context.startTime < m_Delay / 1000;
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}
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/// <summary>
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/// Whether animation is in index delay.
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/// ||动画是否在索引延迟中。
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/// </summary>
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/// <param name="dataIndex"></param>
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/// <returns></returns>
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public bool IsInIndexDelay(int dataIndex)
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{
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if (context.start)
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return Time.time - context.startTime < GetIndexDelay(dataIndex) / 1000f;
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else
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return false;
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}
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/// <summary>
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/// Get animation delay.
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/// ||获取动画延迟。
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/// </summary>
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/// <param name="dataIndex"></param>
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/// <returns></returns>
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public float GetIndexDelay(int dataIndex)
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{
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if (!context.start) return 0;
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if (delayFunction != null)
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return delayFunction(dataIndex);
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return delay;
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}
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internal float GetCurrAnimationDuration(int dataIndex = -1)
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{
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if (dataIndex >= 0)
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{
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if (context.start && durationFunction != null)
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return durationFunction(dataIndex) / 1000f;
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}
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return m_Duration > 0 ? m_Duration / 1000 : 1f;
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}
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internal void SetDataCurrProgress(int index, float state)
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{
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context.dataCurrProgress[index] = state;
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}
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internal float GetDataCurrProgress(int index, float initValue, float destValue, ref bool isBarEnd)
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{
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if (IsInDelay())
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{
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isBarEnd = false;
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return initValue;
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}
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var c1 = !context.dataCurrProgress.ContainsKey(index);
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var c2 = !context.dataDestProgress.ContainsKey(index);
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if (c1 || c2)
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{
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if (c1)
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context.dataCurrProgress.Add(index, initValue);
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if (c2)
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context.dataDestProgress.Add(index, destValue);
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isBarEnd = false;
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}
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else
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{
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isBarEnd = context.dataCurrProgress[index] == context.dataDestProgress[index];
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}
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return context.dataCurrProgress[index];
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}
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internal void CheckProgress(double total, bool m_UnscaledTime)
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{
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if (!context.start || !context.init || context.pause) return;
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if (IsInDelay()) return;
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var delta = GetDelta(total, m_UnscaledTime);
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if (reverse)
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{
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context.currProgress -= delta;
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if (context.currProgress <= context.destProgress)
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{
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context.currProgress = context.destProgress;
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End();
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}
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}
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else
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{
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context.currProgress += delta;
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if (context.currProgress >= context.destProgress)
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{
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context.currProgress = context.destProgress;
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End();
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}
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}
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}
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internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress, bool m_UnscaledTime)
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{
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if (m_Reverse)
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{
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var temp = startProgress;
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startProgress = destProgress;
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destProgress = temp;
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}
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var currHig = GetDataCurrProgress(dataIndex, startProgress, destProgress, ref isEnd);
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if (IsFinish())
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{
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return destProgress;
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}
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else if (IsInDelay() || IsInIndexDelay(dataIndex))
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{
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return startProgress;
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}
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else if (context.pause)
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{
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return currHig;
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}
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else
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{
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var delta = GetDelta(destProgress - startProgress, m_UnscaledTime);
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currHig += delta;
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if (reverse)
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{
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if ((destProgress > 0 && currHig <= 0) || (destProgress < 0 && currHig >= 0))
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{
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currHig = 0;
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isEnd = true;
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}
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}
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else
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{
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if ((destProgress - startProgress > 0 && currHig > destProgress) ||
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(destProgress - startProgress < 0 && currHig < destProgress))
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{
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currHig = destProgress;
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isEnd = true;
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}
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}
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SetDataCurrProgress(dataIndex, currHig);
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return currHig;
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}
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}
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internal void CheckSymbol(float dest, bool m_UnscaledTime)
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{
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if (!context.start || !context.init || context.pause) return;
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if (IsInDelay())
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return;
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var delta = GetDelta(dest, m_UnscaledTime);
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if (reverse)
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{
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context.sizeProgress -= delta;
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if (context.sizeProgress < 0)
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context.sizeProgress = 0;
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}
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else
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{
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context.sizeProgress += delta;
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if (context.sizeProgress > dest)
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context.sizeProgress = dest;
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}
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}
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private float GetDelta(double total, bool unscaledTime)
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{
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if (m_Speed > 0)
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{
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context.currDuration = (float)total / m_Speed;
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return (float)(m_Speed * (unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime));
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}
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else
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{
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context.currDuration = 0;
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return (float)(total / GetCurrAnimationDuration() * (unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime));
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}
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}
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}
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/// <summary>
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/// Fade in animation.
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/// ||淡入动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationFadeIn : AnimationInfo
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{
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}
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/// <summary>
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/// Fade out animation.
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/// ||淡出动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationFadeOut : AnimationInfo
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{
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}
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/// <summary>
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/// Data change animation.
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/// ||数据变更动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationChange : AnimationInfo
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{
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}
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/// <summary>
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/// Data addition animation.
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/// ||数据新增动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationAddition : AnimationInfo
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{
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}
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/// <summary>
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/// Data hiding animation.
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/// ||数据隐藏动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationHiding : AnimationInfo
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{
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}
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/// <summary>
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/// Interactive animation of charts.
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/// ||交互动画。
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/// </summary>
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[Since("v3.8.0")]
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[System.Serializable]
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public class AnimationInteraction : AnimationInfo
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{
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[SerializeField][Since("v3.8.0")] private MLValue m_Width = new MLValue(1.1f);
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[SerializeField][Since("v3.8.0")] private MLValue m_Radius = new MLValue(1.1f);
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[SerializeField][Since("v3.8.0")] private MLValue m_Offset = new MLValue(MLValue.Type.Absolute, 5f);
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||||
/// <summary>
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||||
/// the mlvalue of width.
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/// ||宽度的多样式数值。
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/// </summary>
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||||
public MLValue width { get { return m_Width; } set { m_Width = value; } }
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/// <summary>
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||||
/// the mlvalue of radius.
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/// ||半径的多样式数值。
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||||
/// </summary>
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||||
public MLValue radius { get { return m_Radius; } set { m_Radius = value; } }
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||||
/// <summary>
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/// the mlvalue of offset. Such as the offset of the pie chart when the sector is selected.
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/// ||交互的多样式数值。如饼图的扇形选中时的偏移。
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/// </summary>
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public MLValue offset { get { return m_Offset; } set { m_Offset = value; } }
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||||
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public float GetRadius(float radius)
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||||
{
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||||
return m_Radius.GetValue(radius);
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||||
}
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||||
|
||||
public float GetWidth(float width)
|
||||
{
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return m_Width.GetValue(width);
|
||||
}
|
||||
|
||||
public float GetOffset(float total)
|
||||
{
|
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return m_Offset.GetValue(total);
|
||||
}
|
||||
|
||||
public float GetOffset()
|
||||
{
|
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return m_Offset.value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Data exchange animation. Generally used for animation of data sorting.
|
||||
/// ||数据交换动画。一般用于图表数据排序时顺序变化的动画。
|
||||
/// </summary>
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||||
[Since("v3.15.0")]
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||||
[System.Serializable]
|
||||
public class AnimationExchange : AnimationInfo
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae54b92d6276445ac9524b598bfb6e84
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace XCharts.Runtime
|
||||
{
|
||||
public sealed class AnimationInfoContext
|
||||
{
|
||||
public bool init;
|
||||
public bool start;
|
||||
public bool pause;
|
||||
public bool end;
|
||||
public float startTime;
|
||||
public float currProgress;
|
||||
public float destProgress;
|
||||
public float totalProgress;
|
||||
public float sizeProgress;
|
||||
public int currPointIndex;
|
||||
public int destPointIndex;
|
||||
public float currDuration;
|
||||
public Vector3 currPoint;
|
||||
public Vector3 destPoint;
|
||||
public Dictionary<int, float> dataCurrProgress = new Dictionary<int, float>();
|
||||
public Dictionary<int, float> dataDestProgress = new Dictionary<int, float>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 023c7390605c34a72b13f5db7a647f06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,630 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace XCharts.Runtime
|
||||
{
|
||||
public enum AnimationType
|
||||
{
|
||||
/// <summary>
|
||||
/// he default. An animation playback mode will be selected according to the actual situation.
|
||||
/// ||默认。内部会根据实际情况选择一种动画播放方式。
|
||||
/// </summary>
|
||||
Default,
|
||||
/// <summary>
|
||||
/// Play the animation from left to right.
|
||||
/// ||从左往右播放动画。
|
||||
/// </summary>
|
||||
LeftToRight,
|
||||
/// <summary>
|
||||
/// Play the animation from bottom to top.
|
||||
/// ||从下往上播放动画。
|
||||
/// </summary>
|
||||
BottomToTop,
|
||||
/// <summary>
|
||||
/// Play animations from the inside out.
|
||||
/// ||由内到外播放动画。
|
||||
/// </summary>
|
||||
InsideOut,
|
||||
/// <summary>
|
||||
/// Play the animation along the path.
|
||||
/// ||沿着路径播放动画。当折线图从左到右无序或有折返时,可以使用该模式。
|
||||
/// </summary>
|
||||
AlongPath,
|
||||
/// <summary>
|
||||
/// Play the animation clockwise.
|
||||
/// ||顺时针播放动画。
|
||||
/// </summary>
|
||||
Clockwise,
|
||||
}
|
||||
|
||||
public enum AnimationEasing
|
||||
{
|
||||
Linear,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// the animation of serie. support animation type: fadeIn, fadeOut, change, addition, exchange.
|
||||
/// ||动画组件,用于控制图表的动画播放。支持配置五种动画表现:FadeIn(渐入动画),FadeOut(渐出动画),Change(变更动画),Addition(新增动画),Interaction(交互动画),Exchange(交换动画)。
|
||||
/// 按作用的对象可以分为两类:SerieAnimation(系列动画)和DataAnimation(数据动画)。
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class AnimationStyle : ChildComponent
|
||||
{
|
||||
[SerializeField] private bool m_Enable = true;
|
||||
[SerializeField] private AnimationType m_Type;
|
||||
[SerializeField] private AnimationEasing m_Easting;
|
||||
[SerializeField] private int m_Threshold = 2000;
|
||||
[SerializeField][Since("v3.4.0")] private bool m_UnscaledTime;
|
||||
[SerializeField][Since("v3.8.0")] private AnimationFadeIn m_FadeIn = new AnimationFadeIn();
|
||||
[SerializeField][Since("v3.8.0")] private AnimationFadeOut m_FadeOut = new AnimationFadeOut() { reverse = true };
|
||||
[SerializeField][Since("v3.8.0")] private AnimationChange m_Change = new AnimationChange() { duration = 500 };
|
||||
[SerializeField][Since("v3.8.0")] private AnimationAddition m_Addition = new AnimationAddition() { duration = 500 };
|
||||
[SerializeField][Since("v3.8.0")] private AnimationHiding m_Hiding = new AnimationHiding() { duration = 500 };
|
||||
[SerializeField][Since("v3.8.0")] private AnimationInteraction m_Interaction = new AnimationInteraction() { duration = 250 };
|
||||
[SerializeField][Since("v3.15.0")] private AnimationExchange m_Exchange = new AnimationExchange() { duration = 250 };
|
||||
|
||||
[Obsolete("Use animation.fadeIn.delayFunction instead.", true)]
|
||||
public AnimationDelayFunction fadeInDelayFunction;
|
||||
[Obsolete("Use animation.fadeIn.durationFunction instead.", true)]
|
||||
public AnimationDurationFunction fadeInDurationFunction;
|
||||
[Obsolete("Use animation.fadeOut.delayFunction instead.", true)]
|
||||
public AnimationDelayFunction fadeOutDelayFunction;
|
||||
[Obsolete("Use animation.fadeOut.durationFunction instead.", true)]
|
||||
public AnimationDurationFunction fadeOutDurationFunction;
|
||||
[Obsolete("Use animation.fadeIn.OnAnimationEnd() instead.", true)]
|
||||
public Action fadeInFinishCallback { get; set; }
|
||||
[Obsolete("Use animation.fadeOut.OnAnimationEnd() instead.", true)]
|
||||
public Action fadeOutFinishCallback { get; set; }
|
||||
public AnimationStyleContext context = new AnimationStyleContext();
|
||||
|
||||
/// <summary>
|
||||
/// Whether to enable animation.
|
||||
/// ||是否开启动画效果。
|
||||
/// </summary>
|
||||
public bool enable { get { return m_Enable; } set { m_Enable = value; } }
|
||||
/// <summary>
|
||||
/// The type of animation.
|
||||
/// ||动画类型。
|
||||
/// </summary>
|
||||
public AnimationType type
|
||||
{
|
||||
get { return m_Type; }
|
||||
set
|
||||
{
|
||||
m_Type = value;
|
||||
if (m_Type != AnimationType.Default)
|
||||
{
|
||||
context.type = m_Type;
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Whether to set graphic number threshold to animation. Animation will be disabled when graphic number is larger than threshold.
|
||||
/// ||是否开启动画的阈值,当单个系列显示的图形数量大于这个阈值时会关闭动画。
|
||||
/// </summary>
|
||||
public int threshold { get { return m_Threshold; } set { m_Threshold = value; } }
|
||||
/// <summary>
|
||||
/// Animation updates independently of Time.timeScale.
|
||||
/// ||动画是否受TimeScaled的影响。默认为 false 受TimeScaled的影响。
|
||||
/// </summary>
|
||||
public bool unscaledTime { get { return m_UnscaledTime; } set { m_UnscaledTime = value; } }
|
||||
/// <summary>
|
||||
/// Fade in animation configuration.
|
||||
/// ||渐入动画配置。
|
||||
/// </summary>
|
||||
public AnimationFadeIn fadeIn { get { return m_FadeIn; } }
|
||||
/// <summary>
|
||||
/// Fade out animation configuration.
|
||||
/// ||渐出动画配置。
|
||||
/// </summary>
|
||||
public AnimationFadeOut fadeOut { get { return m_FadeOut; } }
|
||||
/// <summary>
|
||||
/// Update data animation configuration.
|
||||
/// ||数据变更动画配置。
|
||||
/// </summary>
|
||||
public AnimationChange change { get { return m_Change; } }
|
||||
/// <summary>
|
||||
/// Add data animation configuration.
|
||||
/// ||数据新增动画配置。
|
||||
/// </summary>
|
||||
public AnimationAddition addition { get { return m_Addition; } }
|
||||
/// <summary>
|
||||
/// Data hiding animation configuration.
|
||||
/// ||数据隐藏动画配置。
|
||||
/// </summary>
|
||||
public AnimationHiding hiding { get { return m_Hiding; } }
|
||||
/// <summary>
|
||||
/// Interaction animation configuration.
|
||||
/// ||交互动画配置。
|
||||
/// </summary>
|
||||
public AnimationInteraction interaction { get { return m_Interaction; } }
|
||||
/// <summary>
|
||||
/// Exchange animation configuration. Valid in sort bar chart.
|
||||
/// ||交换动画配置。如在排序柱图中有效。
|
||||
/// </summary>
|
||||
public AnimationExchange exchange { get { return m_Exchange; } }
|
||||
|
||||
private Vector3 m_LinePathLastPos;
|
||||
private List<AnimationInfo> m_Animations;
|
||||
private List<AnimationInfo> animations
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_Animations == null)
|
||||
{
|
||||
m_Animations = new List<AnimationInfo>
|
||||
{
|
||||
m_FadeIn,
|
||||
m_FadeOut,
|
||||
m_Change,
|
||||
m_Addition,
|
||||
m_Hiding,
|
||||
m_Exchange
|
||||
};
|
||||
}
|
||||
return m_Animations;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The actived animation.
|
||||
/// ||当前激活的动画。
|
||||
/// </summary>
|
||||
public AnimationInfo activedAnimation
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (var anim in animations)
|
||||
{
|
||||
if (anim.context.start) return anim;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start fadein animation.
|
||||
/// ||开始渐入动画。
|
||||
/// </summary>
|
||||
public void FadeIn()
|
||||
{
|
||||
if (m_FadeOut.context.start) return;
|
||||
m_FadeIn.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restart the actived animation.
|
||||
/// ||重启当前激活的动画。
|
||||
/// </summary>
|
||||
public void Restart()
|
||||
{
|
||||
var anim = activedAnimation;
|
||||
Reset();
|
||||
if (anim != null)
|
||||
{
|
||||
anim.Start();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start fadeout animation.
|
||||
/// ||开始渐出动画。
|
||||
/// </summary>
|
||||
public void FadeOut()
|
||||
{
|
||||
m_FadeOut.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start additon animation.
|
||||
/// ||开始数据新增动画。
|
||||
/// </summary>
|
||||
public void Addition()
|
||||
{
|
||||
if (!enable) return;
|
||||
if (!m_FadeIn.context.start && !m_FadeOut.context.start)
|
||||
{
|
||||
m_Addition.Start(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pause all animations.
|
||||
/// ||暂停所有动画。
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
foreach (var anim in animations)
|
||||
{
|
||||
anim.Pause();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resume all animations.
|
||||
/// ||恢复所有动画。
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
{
|
||||
foreach (var anim in animations)
|
||||
{
|
||||
anim.Resume();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset all animations.
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
foreach (var anim in animations)
|
||||
{
|
||||
anim.Reset();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize animation configuration.
|
||||
/// ||初始化动画配置。
|
||||
/// </summary>
|
||||
/// <param name="curr">当前进度</param>
|
||||
/// <param name="dest">目标进度</param>
|
||||
public void InitProgress(float curr, float dest)
|
||||
{
|
||||
var anim = activedAnimation;
|
||||
if (anim == null) return;
|
||||
var isAddedAnim = anim is AnimationAddition;
|
||||
if (IsSerieAnimation())
|
||||
{
|
||||
if (isAddedAnim)
|
||||
{
|
||||
anim.Init(anim.context.currPointIndex, dest, (int)dest - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Addition.context.currPointIndex = (int)dest - 1;
|
||||
anim.Init(curr, dest, (int)dest - 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.Init(curr, dest, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize animation configuration.
|
||||
/// ||初始化动画配置。
|
||||
/// </summary>
|
||||
/// <param name="paths">路径坐标点列表</param>
|
||||
/// <param name="isY">是Y轴还是X轴</param>
|
||||
public void InitProgress(List<Vector3> paths, bool isY)
|
||||
{
|
||||
if (paths.Count < 1) return;
|
||||
var anim = activedAnimation;
|
||||
if (anim == null)
|
||||
{
|
||||
m_Addition.context.currPointIndex = paths.Count - 1;
|
||||
return;
|
||||
}
|
||||
var isAddedAnim = anim is AnimationAddition;
|
||||
var startIndex = 0;
|
||||
if (isAddedAnim)
|
||||
{
|
||||
startIndex = anim.context.currPointIndex == paths.Count - 1 ?
|
||||
paths.Count - 2 :
|
||||
anim.context.currPointIndex;
|
||||
if (startIndex < 0 || startIndex >= paths.Count - 1) return;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Addition.context.currPointIndex = paths.Count - 1;
|
||||
}
|
||||
var sp = paths[startIndex];
|
||||
var ep = paths[paths.Count - 1];
|
||||
var currDetailProgress = isY ? sp.y : sp.x;
|
||||
var totalDetailProgress = isY ? ep.y : ep.x;
|
||||
if (context.type == AnimationType.AlongPath)
|
||||
{
|
||||
currDetailProgress = 0;
|
||||
totalDetailProgress = 0;
|
||||
var lp = sp;
|
||||
for (int i = 1; i < paths.Count; i++)
|
||||
{
|
||||
var np = paths[i];
|
||||
totalDetailProgress += Vector3.Distance(np, lp);
|
||||
lp = np;
|
||||
if (startIndex > 0 && i == startIndex)
|
||||
currDetailProgress = totalDetailProgress;
|
||||
}
|
||||
m_LinePathLastPos = sp;
|
||||
context.currentPathDistance = 0;
|
||||
}
|
||||
if (sp == anim.context.currPoint && ep == anim.context.destPoint)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (anim.Init(currDetailProgress, totalDetailProgress, paths.Count - 1))
|
||||
{
|
||||
anim.context.currPoint = sp;
|
||||
anim.context.destPoint = ep;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsEnd()
|
||||
{
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
if (animation.context.start)
|
||||
return animation.context.end;
|
||||
}
|
||||
return m_FadeIn.context.end;
|
||||
}
|
||||
|
||||
|
||||
public bool IsFinish()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
return true;
|
||||
#endif
|
||||
if (!m_Enable)
|
||||
return true;
|
||||
var animation = activedAnimation;
|
||||
if (animation != null && animation.context.end)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if (IsSerieAnimation())
|
||||
{
|
||||
if (m_FadeOut.context.start)
|
||||
{
|
||||
return m_FadeOut.context.currProgress <= m_FadeOut.context.destProgress;
|
||||
}
|
||||
else if (m_Addition.context.start)
|
||||
{
|
||||
return m_Addition.context.currProgress >= m_Addition.context.destProgress;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_FadeIn.context.currProgress >= m_FadeIn.context.destProgress;
|
||||
}
|
||||
}
|
||||
else if (IsDataAnimation())
|
||||
{
|
||||
if (animation == null) return true;
|
||||
else return animation.context.end;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsInDelay()
|
||||
{
|
||||
var anim = activedAnimation;
|
||||
if (anim != null)
|
||||
return anim.IsInDelay();
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// whther animaiton is data animation. BottomToTop and InsideOut are data animation.
|
||||
/// ||是否为数据动画。BottomToTop和InsideOut类型的为数据动画。
|
||||
/// </summary>
|
||||
public bool IsDataAnimation()
|
||||
{
|
||||
return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// whther animaiton is serie animation. LeftToRight, AlongPath and Clockwise are serie animation.
|
||||
/// ||是否为系列动画。LeftToRight、AlongPath和Clockwise类型的为系列动画。
|
||||
/// </summary>
|
||||
public bool IsSerieAnimation()
|
||||
{
|
||||
return context.type == AnimationType.LeftToRight ||
|
||||
context.type == AnimationType.AlongPath || context.type == AnimationType.Clockwise;
|
||||
}
|
||||
|
||||
public bool CheckDetailBreak(float detail)
|
||||
{
|
||||
if (!IsSerieAnimation())
|
||||
return false;
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
if (animation.context.start)
|
||||
return !IsFinish() && detail > animation.context.currProgress;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
|
||||
{
|
||||
if (!IsSerieAnimation())
|
||||
return false;
|
||||
|
||||
if (IsFinish())
|
||||
return false;
|
||||
|
||||
if (context.type == AnimationType.AlongPath)
|
||||
{
|
||||
context.currentPathDistance += Vector3.Distance(pos, m_LinePathLastPos);
|
||||
m_LinePathLastPos = pos;
|
||||
return CheckDetailBreak(context.currentPathDistance);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isYAxis)
|
||||
return pos.y > GetCurrDetail();
|
||||
else
|
||||
return pos.x > GetCurrDetail();
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckProgress()
|
||||
{
|
||||
if (IsDataAnimation() && context.isAllItemAnimationEnd)
|
||||
{
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
animation.End();
|
||||
}
|
||||
return;
|
||||
}
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
animation.CheckProgress(animation.context.totalProgress, m_UnscaledTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckProgress(double total)
|
||||
{
|
||||
if (IsFinish())
|
||||
return;
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
animation.CheckProgress(total, m_UnscaledTime);
|
||||
}
|
||||
}
|
||||
|
||||
internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0)
|
||||
{
|
||||
isEnd = false;
|
||||
var anim = activedAnimation;
|
||||
if (anim == null)
|
||||
{
|
||||
isEnd = true;
|
||||
return destProgress;
|
||||
}
|
||||
return anim.CheckItemProgress(dataIndex, destProgress, ref isEnd, startProgress, m_UnscaledTime);
|
||||
}
|
||||
|
||||
public void CheckSymbol(float dest)
|
||||
{
|
||||
m_FadeIn.CheckSymbol(dest, m_UnscaledTime);
|
||||
m_FadeOut.CheckSymbol(dest, m_UnscaledTime);
|
||||
}
|
||||
|
||||
public float GetSysmbolSize(float dest)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
return dest;
|
||||
#endif
|
||||
if (!enable)
|
||||
return dest;
|
||||
|
||||
if (IsEnd())
|
||||
return m_FadeOut.context.start ? 0 : dest;
|
||||
|
||||
return m_FadeOut.context.start ? m_FadeOut.context.sizeProgress : m_FadeIn.context.sizeProgress;
|
||||
}
|
||||
|
||||
public float GetCurrDetail()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
if (animation.context.start)
|
||||
return animation.context.destProgress;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
foreach (var animation in animations)
|
||||
{
|
||||
if (animation.context.start)
|
||||
return animation.context.currProgress;
|
||||
}
|
||||
return m_FadeIn.context.currProgress;
|
||||
}
|
||||
|
||||
public float GetCurrRate()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
return 1;
|
||||
#endif
|
||||
if (!enable || IsEnd())
|
||||
return 1;
|
||||
return m_FadeOut.context.start ? m_FadeOut.context.currProgress : m_FadeIn.context.currProgress;
|
||||
}
|
||||
|
||||
public int GetCurrIndex()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
return -1;
|
||||
#endif
|
||||
if (!enable)
|
||||
return -1;
|
||||
var anim = activedAnimation;
|
||||
if (anim == null)
|
||||
return -1;
|
||||
return (int)anim.context.currProgress;
|
||||
}
|
||||
|
||||
public float GetChangeDuration()
|
||||
{
|
||||
if (m_Enable && m_Change.enable)
|
||||
return m_Change.context.currDuration > 0 ? m_Change.context.currDuration : m_Change.duration;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetExchangeDuration()
|
||||
{
|
||||
if (m_Enable && m_Exchange.enable)
|
||||
return m_Exchange.context.currDuration > 0 ? m_Exchange.context.currDuration : m_Exchange.duration;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetAdditionDuration()
|
||||
{
|
||||
if (m_Enable && m_Addition.enable)
|
||||
return m_Addition.context.currDuration > 0 ? m_Addition.context.currDuration : m_Addition.duration;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetInteractionDuration()
|
||||
{
|
||||
if (m_Enable && m_Interaction.enable)
|
||||
return m_Interaction.context.currDuration > 0 ? m_Interaction.context.currDuration : m_Interaction.duration;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetInteractionRadius(float radius)
|
||||
{
|
||||
if (m_Enable && m_Interaction.enable)
|
||||
return m_Interaction.GetRadius(radius);
|
||||
else
|
||||
return radius;
|
||||
}
|
||||
|
||||
public bool HasFadeOut()
|
||||
{
|
||||
return enable && m_FadeOut.context.end;
|
||||
}
|
||||
|
||||
public bool IsFadeIn()
|
||||
{
|
||||
return enable && m_FadeIn.context.start;
|
||||
}
|
||||
|
||||
public bool IsFadeOut()
|
||||
{
|
||||
return enable && m_FadeOut.context.start;
|
||||
}
|
||||
|
||||
public bool CanCheckInteract()
|
||||
{
|
||||
return enable && interaction.enable
|
||||
&& !IsFadeIn() && !IsFadeOut();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e31c30f2ef61c48718a626f93307ce92
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace XCharts.Runtime
|
||||
{
|
||||
public struct AnimationStyleContext
|
||||
{
|
||||
public AnimationType type;
|
||||
public bool enableSerieDataAddedAnimation;
|
||||
public float currentPathDistance;
|
||||
public bool isAllItemAnimationEnd;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3dc504960589413fa6a76267067775c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,77 @@
|
||||
using UnityEngine;
|
||||
using XUGL;
|
||||
|
||||
namespace XCharts.Runtime
|
||||
{
|
||||
public static class AnimationStyleHelper
|
||||
{
|
||||
public static float CheckDataAnimation(BaseChart chart, Serie serie, int dataIndex, float destProgress, float startPorgress = 0)
|
||||
{
|
||||
if (!serie.animation.IsDataAnimation())
|
||||
{
|
||||
serie.animation.context.isAllItemAnimationEnd = false;
|
||||
return destProgress;
|
||||
}
|
||||
if (serie.animation.IsFinish())
|
||||
{
|
||||
serie.animation.context.isAllItemAnimationEnd = false;
|
||||
return destProgress;
|
||||
}
|
||||
var isDataAnimationEnd = true;
|
||||
var currHig = serie.animation.CheckItemProgress(dataIndex, destProgress, ref isDataAnimationEnd, startPorgress);
|
||||
if (!isDataAnimationEnd)
|
||||
{
|
||||
serie.animation.context.isAllItemAnimationEnd = false;
|
||||
}
|
||||
return currHig;
|
||||
}
|
||||
|
||||
public static void UpdateSerieAnimation(Serie serie)
|
||||
{
|
||||
var serieType = serie.GetType();
|
||||
var animationType = AnimationType.LeftToRight;
|
||||
var enableSerieDataAnimation = true;
|
||||
if (serieType.IsDefined(typeof(DefaultAnimationAttribute), false))
|
||||
{
|
||||
var attribute = serieType.GetAttribute<DefaultAnimationAttribute>();
|
||||
animationType = attribute.type;
|
||||
enableSerieDataAnimation = attribute.enableSerieDataAddedAnimation;
|
||||
}
|
||||
UpdateAnimationType(serie.animation, animationType, enableSerieDataAnimation);
|
||||
}
|
||||
|
||||
public static void UpdateAnimationType(AnimationStyle animation, AnimationType defaultType, bool enableSerieDataAnimation)
|
||||
{
|
||||
animation.context.type = animation.type == AnimationType.Default ?
|
||||
defaultType :
|
||||
animation.type;
|
||||
animation.context.enableSerieDataAddedAnimation = enableSerieDataAnimation;
|
||||
}
|
||||
|
||||
public static bool GetAnimationPosition(AnimationStyle animation, bool isY, Vector3 lp, Vector3 cp, float progress, ref Vector3 ip, ref float rate)
|
||||
{
|
||||
if (animation.context.type == AnimationType.AlongPath)
|
||||
{
|
||||
var dist = Vector3.Distance(lp, cp);
|
||||
rate = (dist - animation.context.currentPathDistance + animation.GetCurrDetail()) / dist;
|
||||
ip = Vector3.Lerp(lp, cp, rate);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var startPos = isY ? new Vector3(-10000, progress) : new Vector3(progress, -10000);
|
||||
var endPos = isY ? new Vector3(10000, progress) : new Vector3(progress, 10000);
|
||||
|
||||
if (UGLHelper.GetIntersection(lp, cp, startPos, endPos, ref ip))
|
||||
{
|
||||
rate = Vector3.Distance(lp, ip) / Vector3.Distance(lp, cp);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 54cadaee0856b4f7085787fd450eec37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user