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XCharts/Runtime/Component/Sub/SerieAnimation.cs

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/************************************************/
/* */
/* Copyright (c) 2018 - 2021 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/************************************************/
using System.Collections.Generic;
using UnityEngine;
using System;
namespace XCharts
{
public delegate float CustomAnimationDelay(int dataIndex);
public delegate float CustomAnimationDuration(int dataIndex);
/// <summary>
/// the animation of serie.
/// 动画表现。
/// </summary>
[System.Serializable]
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public class SerieAnimation : SubComponent
{
public enum Easing
{
Linear,
}
[SerializeField] private bool m_Enable = true;
[SerializeField] private Easing m_Easting;
[SerializeField] private int m_Threshold = 2000;
[SerializeField] private float m_FadeInDuration = 1000;
[SerializeField] private float m_FadeInDelay = 0;
[SerializeField] private float m_FadeOutDuration = 1000f;
[SerializeField] private float m_FadeOutDelay = 0;
[SerializeField] private bool m_DataChangeEnable = true;
[SerializeField] private float m_DataChangeDuration = 500;
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[SerializeField] private float m_ActualDuration;
[SerializeField] private bool m_AlongWithLinePath;
/// <summary>
/// 自定义渐入动画延时函数。返回ms值。
/// </summary>
public CustomAnimationDelay customFadeInDelay;
/// <summary>
/// 自定义渐入动画时长函数。返回ms值。
/// </summary>
public CustomAnimationDuration customFadeInDuration;
/// <summary>
/// 自定义渐出动画延时函数。返回ms值。
/// </summary>
public CustomAnimationDelay customFadeOutDelay;
/// <summary>
/// 自定义渐出动画时长函数。返回ms值。
/// </summary>
public CustomAnimationDuration customFadeOutDuration;
/// <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>
/// Easing method used for the first animation.
/// 动画的缓动效果。
/// </summary>
//public Easing easing { get { return m_Easting; } set { m_Easting = value; } }
/// <summary>
/// The milliseconds duration of the fadeIn animation.
/// 设定的渐入动画时长毫秒。如果要设置单个数据项的渐入时长可以用代码定制customFadeInDuration。
/// </summary>
public float fadeInDuration { get { return m_FadeInDuration; } set { m_FadeInDuration = value < 0 ? 0 : value; } }
/// <summary>
/// The milliseconds duration of the fadeOut animation.
/// 设定的渐出动画时长毫秒。如果要设置单个数据项的渐出时长可以用代码定制customFadeOutDuration。
/// </summary>
public float fadeOutDuration { get { return m_FadeOutDuration; } set { m_FadeOutDuration = value < 0 ? 0 : value; } }
/// <summary>
/// The milliseconds actual duration of the first animation.
/// 实际的动画时长(毫秒)。
/// </summary>
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public float actualDuration { get { return m_ActualDuration; } }
/// <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>
/// The milliseconds delay before updating the first animation.
/// 渐入动画延时毫秒。如果要设置单个数据项的延时可以用代码定制customFadeInDelay。
/// </summary>
public float fadeInDelay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
/// <summary>
/// 渐出动画延时毫秒。如果要设置单个数据项的延时可以用代码定制customFadeOutDelay。
/// </summary>
public float fadeOutDelay { get { return m_FadeOutDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
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/// <summary>
/// 是否开启数据变更动画。
/// </summary>
public bool dataChangeEnable { get { return m_DataChangeEnable; } set { m_DataChangeEnable = value; } }
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/// <summary>
/// The milliseconds duration of the data change animation.
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/// 数据变更的动画时长(毫秒)。
/// </summary>
public float dataChangeDuration { get { return m_DataChangeDuration; } set { m_DataChangeDuration = value < 0 ? 0 : value; } }
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/// <summary>
/// 是否沿着线的轨迹进行匀速动画。
/// </summary>
public bool alongWithLinePath { get { return m_AlongWithLinePath; } set { m_AlongWithLinePath = value; } }
/// <summary>
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/// 渐入动画完成回调
/// </summary>
public Action fadeInFinishCallback { get; set; }
/// <summary>
/// 渐出动画完成回调
/// </summary>
public Action fadeOutFinishCallback { get; set; }
private Dictionary<int, float> m_DataCurrProgress = new Dictionary<int, float>();
private Dictionary<int, float> m_DataDestProgress = new Dictionary<int, float>();
private bool m_FadeIn = false;
private bool m_IsEnd = true;
private bool m_IsPause = false;
private bool m_FadeOut = false;
private bool m_FadeOuted = false;
private bool m_IsInit = false;
private float startTime { get; set; }
private int m_CurrDataProgress { get; set; }
private int m_DestDataProgress { get; set; }
[SerializeField] private float m_CurrDetailProgress;
[SerializeField] private float m_DestDetailProgress;
private float m_CurrSymbolProgress;
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private Vector3 m_LinePathLastPos;
private float m_LinePathCurrTotalDist = 0f;
public void FadeIn()
{
if (m_FadeOut) return;
if (m_IsPause)
{
m_IsPause = false;
return;
}
if (m_FadeIn) return;
startTime = Time.time;
m_FadeIn = true;
m_IsEnd = false;
m_IsInit = false;
m_IsPause = false;
m_FadeOuted = false;
m_CurrDataProgress = 1;
m_DestDataProgress = 1;
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_DataCurrProgress.Clear();
m_DataDestProgress.Clear();
}
public void Restart()
{
Reset();
FadeIn();
}
public void FadeOut()
{
if (m_IsPause)
{
m_IsPause = false;
return;
}
m_FadeOut = true;
startTime = Time.time;
m_FadeIn = true;
m_IsEnd = false;
m_IsInit = false;
m_IsPause = false;
m_CurrDataProgress = 0;
m_DestDataProgress = 0;
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_DataCurrProgress.Clear();
m_DataDestProgress.Clear();
}
public void Pause()
{
if (!m_IsPause)
{
m_IsPause = true;
}
}
public void Resume()
{
if (m_IsPause)
{
m_IsPause = false;
}
}
private void End()
{
if (m_IsEnd) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
m_CurrDataProgress = m_DestDataProgress + (m_FadeOut ? -1 : 1);
m_IsEnd = true;
m_IsInit = false;
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if (m_FadeIn)
{
m_FadeIn = false;
if (fadeInFinishCallback != null)
{
fadeInFinishCallback();
}
}
if (m_FadeOut)
{
m_FadeOut = false;
m_FadeOuted = true;
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if (fadeOutFinishCallback != null)
{
fadeOutFinishCallback();
}
}
}
public void Reset()
{
m_FadeIn = false;
m_IsEnd = true;
m_IsInit = false;
m_IsPause = false;
m_FadeOut = false;
m_FadeOuted = false;
m_DataCurrProgress.Clear();
}
public void InitProgress(int data, float curr, float dest)
{
if (m_IsInit || m_IsEnd) return;
if (curr > dest) return;
m_IsInit = true;
m_DestDataProgress = data;
if (m_FadeOut)
{
m_CurrDetailProgress = dest;
m_DestDetailProgress = curr;
}
else
{
m_CurrDetailProgress = curr;
m_DestDetailProgress = dest;
}
}
public void SetDataFinish(int dataIndex)
{
if (m_IsEnd) return;
m_CurrDataProgress = dataIndex + (m_FadeOut ? -1 : 1);
}
private void SetDataCurrProgress(int index, float state)
{
m_DataCurrProgress[index] = state;
}
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private float GetDataCurrProgress(int index, float initValue, float destValue, out bool isBarEnd)
{
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if (IsInDelay())
{
isBarEnd = false;
return initValue;
}
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var c1 = !m_DataCurrProgress.ContainsKey(index);
var c2 = !m_DataDestProgress.ContainsKey(index);
if (c1 || c2)
{
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if (c1) m_DataCurrProgress.Add(index, initValue);
if (c2) m_DataDestProgress.Add(index, destValue);
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isBarEnd = false;
}
else
{
isBarEnd = m_DataCurrProgress[index] == m_DataDestProgress[index];
}
return m_DataCurrProgress[index];
}
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public bool IsFinish()
{
#if UNITY_EDITOR
if (!Application.isPlaying) return true;
#endif
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return !m_Enable || m_IsEnd || (m_CurrDataProgress > m_DestDataProgress && m_CurrDetailProgress > m_DestDetailProgress);
}
public bool IsInFadeOut()
{
return m_FadeOut;
}
public bool IsInDelay()
{
if (m_FadeOut) return (fadeOutDelay > 0 && Time.time - startTime < fadeOutDelay / 1000);
return (fadeInDelay > 0 && Time.time - startTime < fadeInDelay / 1000);
}
public float GetDataDelay(int dataIndex)
{
if (m_FadeOut && customFadeOutDelay != null) return customFadeOutDelay(dataIndex);
if (m_FadeIn && customFadeInDelay != null) return customFadeInDelay(dataIndex);
return 0;
}
public bool IsInDataDelay(int dataIndex)
{
return Time.time - startTime < GetDataDelay(dataIndex) / 1000f;
}
public bool IsAllOutDelay(int dataCount)
{
var nowTime = Time.time - startTime;
for (int i = 0; i < dataCount; i++)
{
if (nowTime < GetDataDelay(i) / 1000) return false;
}
return true;
}
public bool IsAllDataFinishProgress(int dataCount)
{
for (int i = 0; i < dataCount; i++)
{
if (m_DataDestProgress.ContainsKey(i) && m_DataCurrProgress.ContainsKey(i))
{
if (m_DataCurrProgress[i] != m_DataDestProgress[i]) return false;
}
else
{
return false;
}
}
return true;
}
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public bool CheckDetailBreak(float detail)
{
return !IsFinish() && detail > m_CurrDetailProgress;
}
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public void SetLinePathStartPos(Vector3 pos)
{
if (m_AlongWithLinePath)
{
m_LinePathLastPos = pos;
m_LinePathCurrTotalDist = 0;
}
}
public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
{
if (IsFinish()) return false;
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if (m_AlongWithLinePath)
{
m_LinePathCurrTotalDist += Vector3.Distance(pos, m_LinePathLastPos);
m_LinePathLastPos = pos;
return CheckDetailBreak(m_LinePathCurrTotalDist);
}
else
{
if (isYAxis) return pos.y > m_CurrDetailProgress;
else return pos.x > m_CurrDetailProgress;
}
}
public bool NeedAnimation(int dataIndex)
{
if (!m_Enable || m_IsEnd) return true;
if (IsInDelay()) return false;
if (m_FadeOut) return dataIndex > 0;
else return dataIndex <= m_CurrDataProgress;
}
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public void CheckProgress(double total)
{
if (IsFinish()) return;
if (!m_IsInit || m_IsPause || m_IsEnd) return;
if (IsInDelay()) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - fadeInDelay;
var duration = GetCurrAnimationDuration();
var delta = (float)(total / duration * Time.deltaTime);
if (m_FadeOut)
{
m_CurrDetailProgress -= delta;
if (m_CurrDetailProgress <= m_DestDetailProgress)
{
m_CurrDetailProgress = m_DestDetailProgress;
End();
}
}
else
{
m_CurrDetailProgress += delta;
if (m_CurrDetailProgress >= m_DestDetailProgress)
{
m_CurrDetailProgress = m_DestDetailProgress;
End();
}
}
}
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public float GetCurrAnimationDuration(int dataIndex = -1)
{
if (dataIndex >= 0)
{
if (m_FadeOut && customFadeOutDuration != null) return customFadeOutDuration(dataIndex) / 1000f;
if (m_FadeIn && customFadeInDuration != null) return customFadeInDuration(dataIndex) / 1000f;
}
if (m_FadeOut) return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1f;
else return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1f;
}
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public float CheckBarProgress(int dataIndex, float barHig, int dataCount, out bool isBarEnd)
{
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isBarEnd = false;
var initHig = m_FadeOut ? barHig : 0;
var destHig = m_FadeOut ? 0 : barHig;
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var currHig = GetDataCurrProgress(dataIndex, initHig, destHig, out isBarEnd);
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if (isBarEnd || IsFinish())
{
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return m_FadeOuted ? 0 : barHig;
}
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else if (IsInDelay() || IsInDataDelay(dataIndex))
{
return m_FadeOut ? barHig : 0;
}
else if (m_IsPause)
{
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return currHig;
}
else
{
var duration = GetCurrAnimationDuration(dataIndex);
var delta = barHig / duration * Time.deltaTime;
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currHig = currHig + (m_FadeOut ? -delta : delta);
if (m_FadeOut)
{
if ((initHig > 0 && currHig <= 0) || (initHig < 0 && currHig >= 0))
{
currHig = 0;
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isBarEnd = true;
}
}
else if (Mathf.Abs(currHig) >= Mathf.Abs(barHig))
{
currHig = barHig;
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isBarEnd = true;
}
SetDataCurrProgress(dataIndex, currHig);
return currHig;
}
}
public void AllBarEnd()
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{
End();
}
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public void CheckSymbol(float dest)
{
if (!enable || m_IsEnd || m_IsPause || !m_IsInit) return;
if (IsInDelay()) return;
var duration = GetCurrAnimationDuration();
var delta = dest / duration * Time.deltaTime;
if (m_FadeOut)
{
m_CurrSymbolProgress -= delta;
if (m_CurrSymbolProgress < 0) m_CurrSymbolProgress = 0;
}
else
{
m_CurrSymbolProgress += delta;
if (m_CurrSymbolProgress > dest) m_CurrSymbolProgress = dest;
}
}
public float GetSysmbolSize(float dest)
{
#if UNITY_EDITOR
if (!Application.isPlaying) return dest;
#endif
if (!enable) return dest;
if (m_IsEnd) return m_FadeOut ? 0 : dest;
return m_CurrSymbolProgress;
}
public float GetCurrDetail()
{
return m_CurrDetailProgress;
}
public float GetCurrRate()
{
#if UNITY_EDITOR
if (!Application.isPlaying) return 1;
#endif
if (!enable || m_IsEnd) return 1;
return m_CurrDetailProgress;
}
public int GetCurrIndex()
{
#if UNITY_EDITOR
if (!Application.isPlaying) return -1;
#endif
if (!enable || m_IsEnd) return -1;
return (int)m_CurrDetailProgress;
}
public float GetCurrData()
{
return m_CurrDataProgress;
}
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public float GetUpdateAnimationDuration()
{
if (m_Enable && m_DataChangeEnable && IsFinish()) return m_DataChangeDuration;
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else return 0;
}
public bool HasFadeOut()
{
return enable && m_FadeOuted && m_IsEnd;
}
}
}