123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449 |
-
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.EventSystems;
- using System;
- using UnityEngine.Events;
- public enum Direction
- {
- Reverse = -1,
- Toggle = 0,
- Forward = 1,
- }
- public enum EnableCondition
- {
- DoNothing = 0,
- EnableThenPlay,
- }
- public enum DisableCondition
- {
- DisableAfterReverse = -1,
- DoNotDisable = 0,
- DisableAfterForward = 1,
- }
- /// <summary>
- /// Base class for all tweening operations.
- /// </summary>
- public abstract class Tweener : MonoBehaviour
- {
- /// <summary>
- /// Current tween that triggered the callback function.
- /// </summary>
- static public Tweener current {
- get;
- private set;
- }
- public enum Method
- {
- Linear,
- EaseIn,
- EaseOut,
- EaseInOut,
- BounceIn,
- BounceOut,
- }
- public enum Style
- {
- Once,
- Loop,
- PingPong,
- }
- /// <summary>
- /// Tweening method used.
- /// </summary>
- public Method method = Method.Linear;
- /// <summary>
- /// Does it play once? Does it loop?
- /// </summary>
- public Style style = Style.Once;
- /// <summary>
- /// Optional curve to apply to the tween's time factor value.
- /// </summary>
- public AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
- /// <summary>
- /// How long will the tweener wait before starting the tween?
- /// </summary>
- public float delay = 0f;
- public bool noDelayWhenReverse = false;
- /// <summary>
- /// How long is the duration of the tween?
- /// </summary>
- public float duration = 1f;
- /// <summary>
- /// Whether the tweener will use steeper curves for ease in / out style interpolation.
- /// </summary>
- public bool steeperCurves = false;
- /// <summary>
- /// Used by buttons and tween sequences. Group of '0' means not in a sequence.
- /// </summary>
- public int tweenGroup = 0;
- /// <summary>
- /// Event delegates called when the anim finishes.
- /// </summary>
- [SerializeField, HideInInspector]
- UnityEvent m_OnFinished = new UnityEvent();
- public Action onFinished;
- 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);
- }
- 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 Direction direction {
- get {
- return mAmountPerDelta < 0f ? Direction.Reverse : Direction.Forward;
- }
- }
- void Reset()
- {
- if (!mStarted)
- {
- SetStartToCurrentValue();
- SetEndToCurrentValue();
- }
- }
- protected virtual void Awake()
- {
- onFinished += m_OnFinished.Invoke;
- }
- protected virtual void Start()
- {
- Update();
- }
- void Update()
- {
- float delta = Time.deltaTime;
- float time = Time.time;
- if (!mStarted)
- {
- mStarted = true;
- if (noDelayWhenReverse)
- {
- if (direction == Direction.Reverse)
- mStartTime = time;
- else
- mStartTime = time + delay;
- }
- else
- {
- 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;
- }
- }
- // 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);
- // Disable this script unless the function calls above changed something
- if (duration == 0f || (mFactor == 1f && mAmountPerDelta > 0f || mFactor == 0f && mAmountPerDelta < 0f))
- enabled = false;
- current = this;
- if (onFinished != null)
- {
- onFinished();
- }
- current = null;
- }
- else
- Sample(mFactor, false);
- }
- /// <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 forward.
- /// </summary>
- public void PlayForward()
- {
- Play(true);
- }
- /// <summary>
- /// Play the tween in reverse.
- /// </summary>
- public void PlayReverse()
- {
- Play(false);
- }
- /// <summary>
- /// Stop the tween.
- /// </summary>
- public void Stop()
- {
- enabled = false;
- }
- /// <summary>
- /// Manually activate the tweening process, reversing it if necessary.
- /// </summary>
- public virtual void Play(bool forward)
- {
- enabled = true;
- mAmountPerDelta = Mathf.Abs(amountPerDelta);
- if (!forward)
- mAmountPerDelta = -mAmountPerDelta;
- ResetToBeginning();
- Update();
- }
- /// <summary>
- /// Manually reset the tweener's state to the beginning.
- /// </summary>
- public void ResetToBeginning()
- {
- mStarted = false;
- mFactor = (mAmountPerDelta < 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 : Tweener
- {
- T comp = go.GetComponent<T>();
- if (comp == null)
- comp = go.AddComponent<T>();
- //comp.onFinished = null;
- comp.mStarted = false;
- comp.duration = duration;
- comp.mFactor = 0f;
- comp.mAmountPerDelta = Mathf.Abs(comp.mAmountPerDelta);
- comp.style = Style.Once;
- comp.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
- comp.enabled = true;
- comp.onFinished = null;
- comp.m_OnFinished = new UnityEvent();
- if (duration <= 0f)
- {
- comp.Sample(1f, true);
- comp.enabled = false;
- }
- 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()
- {
- }
- }
|