为 ngui TweenPosition 添加 pingpongone

时间:2022-05-26 05:42:24
//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//---------------------------------------------- using UnityEngine;
using System.Collections;
using System.Collections.Generic; /// <summary>
/// Base class for all tweening operations.
/// </summary> public abstract class UITweener : MonoBehaviour
{
/// <summary>
/// Current tween that triggered the callback function.
/// </summary> static public UITweener current; public enum Method
{
Linear,
EaseIn,
EaseOut,
EaseInOut,
BounceIn,
BounceOut,
} public enum Style
{
Once,
Loop,
PingPong,
PingPongOne // by tin
} /// <summary>
/// Tweening method used.
/// </summary> [HideInInspector]
public Method method = Method.Linear; /// <summary>
/// Does it play once? Does it loop?
/// </summary> [HideInInspector]
public Style style = Style.Once; /// <summary>
/// Optional curve to apply to the tween's time factor value.
/// </summary> [HideInInspector]
public AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f)); /// <summary>
/// Whether the tween will ignore the timescale, making it work while the game is paused.
/// </summary> [HideInInspector]
public bool ignoreTimeScale = true; /// <summary>
/// How long will the tweener wait before starting the tween?
/// </summary> [HideInInspector]
public float delay = 0f; /// <summary>
/// How long is the duration of the tween?
/// </summary> [HideInInspector]
public float duration = 1f; /// <summary>
/// Whether the tweener will use steeper curves for ease in / out style interpolation.
/// </summary> [HideInInspector]
public bool steeperCurves = false; /// <summary>
/// Used by buttons and tween sequences. Group of '0' means not in a sequence.
/// </summary> [HideInInspector]
public int tweenGroup = 0; /// <summary>
/// Event delegates called when the animation finishes.
/// </summary> [HideInInspector]
public List<EventDelegate> onFinished = new List<EventDelegate>(); // Deprecated functionality, kept for backwards compatibility
[HideInInspector] public GameObject eventReceiver;
[HideInInspector] public string callWhenFinished; bool mStarted = false;
float mStartTime = 0f;
float mDuration = 0f;
float mAmountPerDelta = 1000f;
float mFactor = 0f; /// <summary>
/// Amount advanced per delta time.
/// </summary> public float amountPerDelta
{
get
{
if (mDuration != duration)
{
mDuration = duration;
mAmountPerDelta = Mathf.Abs((duration > 0f) ? 1f / duration : 1000f) * Mathf.Sign(mAmountPerDelta);
}
return mAmountPerDelta;
}
} /// <summary>
/// Tween factor, 0-1 range.
/// </summary> public float tweenFactor { get { return mFactor; } set { mFactor = Mathf.Clamp01(value); } } /// <summary>
/// Direction that the tween is currently playing in.
/// </summary> public AnimationOrTween.Direction direction { get { return amountPerDelta < 0f ? AnimationOrTween.Direction.Reverse : AnimationOrTween.Direction.Forward; } } /// <summary>
/// This function is called by Unity when you add a component. Automatically set the starting values for convenience.
/// </summary> void Reset ()
{
if (!mStarted)
{
SetStartToCurrentValue();
SetEndToCurrentValue();
}
} /// <summary>
/// Update as soon as it's started so that there is no delay.
/// </summary> protected virtual void Start () { Update(); } /// <summary>
/// Update the tweening factor and call the virtual update function.
/// </summary> void Update ()
{
float delta = ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime;
float time = ignoreTimeScale ? RealTime.time : Time.time; if (!mStarted)
{
mStarted = true;
mStartTime = time + delay;
} if (time < mStartTime) return; // Advance the sampling factor
mFactor += amountPerDelta * delta; // Loop style simply resets the play factor after it exceeds 1.
if (style == Style.Loop)
{
if (mFactor > 1f)
{
mFactor -= Mathf.Floor(mFactor);
}
}
else if (style == Style.PingPong)
{
// Ping-pong style reverses the direction
if (mFactor > 1f)
{
mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
mAmountPerDelta = -mAmountPerDelta;
}
else if (mFactor < 0f)
{
mFactor = -mFactor;
mFactor -= Mathf.Floor(mFactor);
mAmountPerDelta = -mAmountPerDelta;
}
}else if (style == Style.PingPongOne) // by tin
{
// Ping-pong style reverses the direction
if (mFactor > 1f)
{
mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
mAmountPerDelta = -mAmountPerDelta; }
else if (mFactor < 0f)
{
mFactor = -mFactor;
mFactor -= Mathf.Floor(mFactor);
mAmountPerDelta = -mAmountPerDelta; enabled = false;
if (onFinished != null)
{
mTemp = onFinished;
onFinished = new List<EventDelegate>(); // Notify the listener delegates
EventDelegate.Execute(mTemp); // Re-add the previous persistent delegates
for (int i = 0; i < mTemp.Count; ++i)
{
EventDelegate ed = mTemp[i];
if (ed != null && !ed.oneShot) EventDelegate.Add(onFinished, ed, ed.oneShot);
}
mTemp = null;
} } } // If the factor goes out of range and this is a one-time tweening operation, disable the script
if ((style == Style.Once) && (duration == 0f || mFactor > 1f || mFactor < 0f))
{
mFactor = Mathf.Clamp01(mFactor);
Sample(mFactor, true);
enabled = false; if (current == null)
{
UITweener before = current;
current = this; if (onFinished != null)
{
mTemp = onFinished;
onFinished = new List<EventDelegate>(); // Notify the listener delegates
EventDelegate.Execute(mTemp); // Re-add the previous persistent delegates
for (int i = 0; i < mTemp.Count; ++i)
{
EventDelegate ed = mTemp[i];
if (ed != null && !ed.oneShot) EventDelegate.Add(onFinished, ed, ed.oneShot);
}
mTemp = null;
} // Deprecated legacy functionality support
if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver); current = before;
}
}
else Sample(mFactor, false);
} List<EventDelegate> mTemp = null; /// <summary>
/// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
/// </summary> public void SetOnFinished (EventDelegate.Callback del) { EventDelegate.Set(onFinished, del); } /// <summary>
/// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
/// </summary> public void SetOnFinished (EventDelegate del) { EventDelegate.Set(onFinished, del); } /// <summary>
/// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
/// </summary> public void AddOnFinished (EventDelegate.Callback del) { EventDelegate.Add(onFinished, del); } /// <summary>
/// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
/// </summary> public void AddOnFinished (EventDelegate del) { EventDelegate.Add(onFinished, del); } /// <summary>
/// Remove an OnFinished delegate. Will work even while iterating through the list when the tweener has finished its operation.
/// </summary> public void RemoveOnFinished (EventDelegate del)
{
if (onFinished != null) onFinished.Remove(del);
if (mTemp != null) mTemp.Remove(del);
} /// <summary>
/// Mark as not started when finished to enable delay on next play.
/// </summary> void OnDisable () { mStarted = false; } /// <summary>
/// Sample the tween at the specified factor.
/// </summary> public void Sample (float factor, bool isFinished)
{
// Calculate the sampling value
float val = Mathf.Clamp01(factor); if (method == Method.EaseIn)
{
val = 1f - Mathf.Sin(0.5f * Mathf.PI * (1f - val));
if (steeperCurves) val *= val;
}
else if (method == Method.EaseOut)
{
val = Mathf.Sin(0.5f * Mathf.PI * val); if (steeperCurves)
{
val = 1f - val;
val = 1f - val * val;
}
}
else if (method == Method.EaseInOut)
{
const float pi2 = Mathf.PI * 2f;
val = val - Mathf.Sin(val * pi2) / pi2; if (steeperCurves)
{
val = val * 2f - 1f;
float sign = Mathf.Sign(val);
val = 1f - Mathf.Abs(val);
val = 1f - val * val;
val = sign * val * 0.5f + 0.5f;
}
}
else if (method == Method.BounceIn)
{
val = BounceLogic(val);
}
else if (method == Method.BounceOut)
{
val = 1f - BounceLogic(1f - val);
} // Call the virtual update
OnUpdate((animationCurve != null) ? animationCurve.Evaluate(val) : val, isFinished);
} /// <summary>
/// Main Bounce logic to simplify the Sample function
/// </summary> float BounceLogic (float val)
{
if (val < 0.363636f) // 0.363636 = (1/ 2.75)
{
val = 7.5685f * val * val;
}
else if (val < 0.727272f) // 0.727272 = (2 / 2.75)
{
val = 7.5625f * (val -= 0.545454f) * val + 0.75f; // 0.545454f = (1.5 / 2.75)
}
else if (val < 0.909090f) // 0.909090 = (2.5 / 2.75)
{
val = 7.5625f * (val -= 0.818181f) * val + 0.9375f; // 0.818181 = (2.25 / 2.75)
}
else
{
val = 7.5625f * (val -= 0.9545454f) * val + 0.984375f; // 0.9545454 = (2.625 / 2.75)
}
return val;
} /// <summary>
/// Play the tween.
/// </summary> [System.Obsolete("Use PlayForward() instead")]
public void Play () { Play(true); } /// <summary>
/// Play the tween forward.
/// </summary> public void PlayForward () { Play(true); } /// <summary>
/// Play the tween in reverse.
/// </summary> public void PlayReverse () { Play(false); } /// <summary>
/// Manually activate the tweening process, reversing it if necessary.
/// </summary> public void Play (bool forward)
{
mAmountPerDelta = Mathf.Abs(amountPerDelta);
if (!forward) mAmountPerDelta = -mAmountPerDelta;
enabled = true;
Update();
} /// <summary>
/// Manually reset the tweener's state to the beginning.
/// If the tween is playing forward, this means the tween's start.
/// If the tween is playing in reverse, this means the tween's end.
/// </summary> public void ResetToBeginning ()
{
mStarted = false;
mFactor = (amountPerDelta < 0f) ? 1f : 0f;
Sample(mFactor, false);
} /// <summary>
/// Manually start the tweening process, reversing its direction.
/// </summary> public void Toggle ()
{
if (mFactor > 0f)
{
mAmountPerDelta = -amountPerDelta;
}
else
{
mAmountPerDelta = Mathf.Abs(amountPerDelta);
}
enabled = true;
} /// <summary>
/// Actual tweening logic should go here.
/// </summary> abstract protected void OnUpdate (float factor, bool isFinished); /// <summary>
/// Starts the tweening operation.
/// </summary> static public T Begin<T> (GameObject go, float duration) where T : UITweener
{
T comp = go.GetComponent<T>();
#if UNITY_FLASH
if ((object)comp == null) comp = (T)go.AddComponent<T>();
#else
// Find the tween with an unset group ID (group ID of 0).
if (comp != null && comp.tweenGroup != 0)
{
comp = null;
T[] comps = go.GetComponents<T>();
for (int i = 0, imax = comps.Length; i < imax; ++i)
{
comp = comps[i];
if (comp != null && comp.tweenGroup == 0) break;
comp = null;
}
} if (comp == null)
{
comp = go.AddComponent<T>(); if (comp == null)
{
Debug.LogError("Unable to add " + typeof(T) + " to " + NGUITools.GetHierarchy(go), go);
return null;
}
}
#endif
comp.mStarted = false;
comp.duration = duration;
comp.mFactor = 0f;
comp.mAmountPerDelta = Mathf.Abs(comp.amountPerDelta);
comp.style = Style.Once;
comp.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
comp.eventReceiver = null;
comp.callWhenFinished = null;
comp.enabled = true;
return comp;
} /// <summary>
/// Set the 'from' value to the current one.
/// </summary> public virtual void SetStartToCurrentValue () { } /// <summary>
/// Set the 'to' value to the current one.
/// </summary> public virtual void SetEndToCurrentValue () { }
}