mirror of
https://github.com/XCharts-Team/XCharts.git
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3.0 - unitypackage
This commit is contained in:
631
Runtime/Component/Animation/AnimationStyle.cs
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631
Runtime/Component/Animation/AnimationStyle.cs
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@@ -0,0 +1,631 @@
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace XCharts
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{
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public delegate float CustomAnimationDelay(int dataIndex);
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public delegate float CustomAnimationDuration(int dataIndex);
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public enum AnimationType
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{
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/// <summary>
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/// he default. An animation playback mode will be selected according to the actual situation.
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/// 默认。内部会根据实际情况选择一种动画播放方式。
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/// </summary>
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Default,
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/// <summary>
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/// Play the animation from left to right.
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/// 从左往右播放动画。
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/// </summary>
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LeftToRight,
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/// <summary>
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/// Play the animation from bottom to top.
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/// 从下往上播放动画。
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/// </summary>
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BottomToTop,
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/// <summary>
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/// Play animations from the inside out.
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/// 由内到外播放动画。
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/// </summary>
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InsideOut,
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/// <summary>
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/// Play the animation along the path.
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/// 沿着路径播放动画。
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/// </summary>
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AlongPath,
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/// <summary>
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/// Play the animation clockwise.
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/// 顺时针播放动画。
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/// </summary>
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Clockwise,
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}
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public enum AnimationEasing
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{
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Linear,
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}
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/// <summary>
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/// the animation of serie.
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/// 动画表现。
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/// </summary>
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[System.Serializable]
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public class AnimationStyle : ChildComponent
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{
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[SerializeField] private bool m_Enable = true;
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[SerializeField] private AnimationType m_Type;
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[SerializeField] private AnimationEasing m_Easting;
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[SerializeField] private int m_Threshold = 2000;
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[SerializeField] private float m_FadeInDuration = 1000;
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[SerializeField] private float m_FadeInDelay = 0;
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[SerializeField] private float m_FadeOutDuration = 1000f;
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[SerializeField] private float m_FadeOutDelay = 0;
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[SerializeField] private bool m_DataChangeEnable = true;
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[SerializeField] private float m_DataChangeDuration = 500;
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[SerializeField] private float m_ActualDuration;
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[SerializeField] private bool m_AlongWithLinePath;
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/// <summary>
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/// 自定义渐入动画延时函数。返回ms值。
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/// </summary>
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public CustomAnimationDelay customFadeInDelay;
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/// <summary>
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/// 自定义渐入动画时长函数。返回ms值。
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/// </summary>
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public CustomAnimationDuration customFadeInDuration;
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/// <summary>
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/// 自定义渐出动画延时函数。返回ms值。
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/// </summary>
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public CustomAnimationDelay customFadeOutDelay;
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/// <summary>
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/// 自定义渐出动画时长函数。返回ms值。
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/// </summary>
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public CustomAnimationDuration customFadeOutDuration;
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public AnimationStyleContext context = new AnimationStyleContext();
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/// <summary>
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/// Whether to 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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/// The type of animation.
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/// 动画类型。
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/// </summary>
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public AnimationType type { get { return m_Type; } set { m_Type = value; } }
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/// <summary>
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/// Easing method used for the first animation.
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/// 动画的缓动效果。
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/// </summary>
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//public Easing easing { get { return m_Easting; } set { m_Easting = value; } }
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/// <summary>
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/// The milliseconds duration of the fadeIn animation.
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/// 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。
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/// </summary>
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public float fadeInDuration { get { return m_FadeInDuration; } set { m_FadeInDuration = value < 0 ? 0 : value; } }
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/// <summary>
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/// The milliseconds duration of the fadeOut animation.
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/// 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。
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/// </summary>
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public float fadeOutDuration { get { return m_FadeOutDuration; } set { m_FadeOutDuration = value < 0 ? 0 : value; } }
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/// <summary>
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/// The milliseconds actual duration of the first animation.
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/// 实际的动画时长(毫秒)。
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/// </summary>
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public float actualDuration { get { return m_ActualDuration; } }
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/// <summary>
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/// Whether to set graphic number threshold to animation. Animation will be disabled when graphic number is larger than threshold.
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/// 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。
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/// </summary>
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public int threshold { get { return m_Threshold; } set { m_Threshold = value; } }
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/// <summary>
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/// The milliseconds delay before updating the first animation.
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/// 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。
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/// </summary>
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public float fadeInDelay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
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/// <summary>
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/// 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。
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/// </summary>
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public float fadeOutDelay { get { return m_FadeOutDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
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/// <summary>
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/// 是否开启数据变更动画。
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/// </summary>
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public bool dataChangeEnable { get { return m_DataChangeEnable; } set { m_DataChangeEnable = value; } }
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/// <summary>
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/// The milliseconds duration of the data change animation.
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/// 数据变更的动画时长(毫秒)。
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/// </summary>
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public float dataChangeDuration { get { return m_DataChangeDuration; } set { m_DataChangeDuration = value < 0 ? 0 : value; } }
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/// <summary>
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/// 渐入动画完成回调
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/// </summary>
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public Action fadeInFinishCallback { get; set; }
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/// <summary>
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/// 渐出动画完成回调
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/// </summary>
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public Action fadeOutFinishCallback { get; set; }
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private Dictionary<int, float> m_ItemCurrProgress = new Dictionary<int, float>();
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private Dictionary<int, float> m_ItemDestProgress = new Dictionary<int, float>();
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private bool m_FadeIn = false;
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private bool m_IsEnd = true;
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private bool m_IsPause = false;
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private bool m_FadeOut = false;
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private bool m_FadeOuted = false;
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private bool m_IsInit = false;
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private float startTime { get; set; }
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private float m_CurrDetailProgress;
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private float m_DestDetailProgress;
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private float m_TotalDetailProgress;
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private float m_CurrSymbolProgress;
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private Vector3 m_LinePathLastPos;
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public void FadeIn()
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{
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if (m_FadeOut)
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return;
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if (m_IsPause)
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{
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m_IsPause = false;
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return;
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}
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if (m_FadeIn)
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return;
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startTime = Time.time;
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m_FadeIn = true;
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m_IsEnd = false;
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m_IsInit = false;
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m_IsPause = false;
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m_FadeOuted = false;
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m_CurrDetailProgress = 0;
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m_DestDetailProgress = 1;
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m_CurrSymbolProgress = 0;
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m_ItemCurrProgress.Clear();
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m_ItemDestProgress.Clear();
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}
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public void Restart()
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{
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Reset();
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FadeIn();
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}
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public void FadeOut()
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{
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if (m_IsPause)
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{
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m_IsPause = false;
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return;
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}
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m_FadeOut = true;
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startTime = Time.time;
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m_FadeIn = true;
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m_IsEnd = false;
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m_IsInit = false;
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m_IsPause = false;
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m_CurrDetailProgress = 0;
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m_DestDetailProgress = 1;
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m_CurrSymbolProgress = 0;
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m_ItemCurrProgress.Clear();
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m_ItemDestProgress.Clear();
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}
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public void Pause()
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{
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if (!m_IsPause)
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{
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m_IsPause = true;
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}
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}
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public void Resume()
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{
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if (m_IsPause)
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{
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m_IsPause = false;
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}
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}
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private void End()
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{
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if (m_IsEnd)
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return;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
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m_IsEnd = true;
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m_IsInit = false;
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if (m_FadeIn)
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{
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m_FadeIn = false;
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if (fadeInFinishCallback != null)
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{
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fadeInFinishCallback();
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}
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}
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if (m_FadeOut)
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{
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m_FadeOut = false;
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m_FadeOuted = true;
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if (fadeOutFinishCallback != null)
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{
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fadeOutFinishCallback();
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}
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}
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}
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public void Reset()
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{
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m_FadeIn = false;
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m_IsEnd = true;
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m_IsInit = false;
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m_IsPause = false;
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m_FadeOut = false;
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m_FadeOuted = false;
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m_ItemCurrProgress.Clear();
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}
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public void InitProgress(float curr, float dest)
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{
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if (m_IsInit || m_IsEnd)
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return;
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if (curr > dest)
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return;
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m_IsInit = true;
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m_TotalDetailProgress = dest - curr;
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if (m_FadeOut)
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{
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m_CurrDetailProgress = dest;
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m_DestDetailProgress = curr;
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}
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else
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{
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m_CurrDetailProgress = curr;
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m_DestDetailProgress = dest;
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}
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}
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public void InitProgress(List<Vector3> paths, bool isY)
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{
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if (paths.Count < 1) return;
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var sp = paths[0];
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var ep = paths[paths.Count - 1];
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var currDetailProgress = isY ? sp.y : sp.x;
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var totalDetailProgress = isY ? ep.y : ep.x;
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if (context.type == AnimationType.AlongPath)
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{
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currDetailProgress = 0;
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totalDetailProgress = 0;
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var lp = sp;
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for (int i = 1; i < paths.Count; i++)
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{
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var np = paths[i];
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totalDetailProgress += Vector3.Distance(np, lp);
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lp = np;
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}
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m_LinePathLastPos = sp;
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context.currentPathDistance = 0;
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}
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InitProgress(currDetailProgress, totalDetailProgress);
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}
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private void SetDataCurrProgress(int index, float state)
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{
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m_ItemCurrProgress[index] = state;
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}
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private 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 = !m_ItemCurrProgress.ContainsKey(index);
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var c2 = !m_ItemDestProgress.ContainsKey(index);
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if (c1 || c2)
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{
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if (c1)
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m_ItemCurrProgress.Add(index, initValue);
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if (c2)
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m_ItemDestProgress.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 = m_ItemCurrProgress[index] == m_ItemDestProgress[index];
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}
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return m_ItemCurrProgress[index];
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}
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public bool IsFinish()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return true;
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#endif
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if (!m_Enable || m_IsEnd)
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return true;
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if (IsIndexAnimation())
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return m_CurrDetailProgress > m_DestDetailProgress;
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if (IsItemAnimation())
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return false;
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return true;
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}
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public bool IsInFadeOut()
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{
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return m_FadeOut;
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}
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public bool IsInDelay()
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{
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if (m_FadeOut)
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return (fadeOutDelay > 0 && Time.time - startTime < fadeOutDelay / 1000);
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else
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return (fadeInDelay > 0 && Time.time - startTime < fadeInDelay / 1000);
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}
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public bool IsItemAnimation()
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{
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return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
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}
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public bool IsIndexAnimation()
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{
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return context.type == AnimationType.LeftToRight
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|| context.type == AnimationType.Clockwise
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|| context.type == AnimationType.AlongPath;
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}
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public float GetIndexDelay(int dataIndex)
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{
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if (m_FadeOut && customFadeOutDelay != null)
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return customFadeOutDelay(dataIndex);
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else if (m_FadeIn && customFadeInDelay != null)
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return customFadeInDelay(dataIndex);
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else
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return 0;
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}
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public bool IsInIndexDelay(int dataIndex)
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{
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return Time.time - startTime < GetIndexDelay(dataIndex) / 1000f;
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}
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public bool IsAllOutDelay(int dataCount)
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{
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var nowTime = Time.time - startTime;
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for (int i = 0; i < dataCount; i++)
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{
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if (nowTime < GetIndexDelay(i) / 1000)
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return false;
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}
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return true;
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}
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public bool CheckDetailBreak(float detail)
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{
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if (!IsIndexAnimation())
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return false;
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return !IsFinish() && detail > m_CurrDetailProgress;
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}
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public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
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{
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if (!IsIndexAnimation())
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return false;
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if (IsFinish())
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return false;
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if (context.type == AnimationType.AlongPath)
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{
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context.currentPathDistance += Vector3.Distance(pos, m_LinePathLastPos);
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m_LinePathLastPos = pos;
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return CheckDetailBreak(context.currentPathDistance);
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}
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else
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{
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if (isYAxis)
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return pos.y > m_CurrDetailProgress;
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else
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return pos.x > m_CurrDetailProgress;
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}
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}
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public void CheckProgress()
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||||
{
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if (IsItemAnimation() && context.isAllItemAnimationEnd)
|
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{
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End();
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return;
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}
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CheckProgress(m_TotalDetailProgress);
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}
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public void CheckProgress(double total)
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{
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if (IsFinish())
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return;
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if (!m_IsInit || m_IsPause || m_IsEnd)
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return;
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if (IsInDelay())
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return;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - fadeInDelay;
|
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var duration = GetCurrAnimationDuration();
|
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var delta = (float)(total / duration * Time.deltaTime);
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if (m_FadeOut)
|
||||
{
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m_CurrDetailProgress -= delta;
|
||||
if (m_CurrDetailProgress <= m_DestDetailProgress)
|
||||
{
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m_CurrDetailProgress = m_DestDetailProgress;
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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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m_CurrDetailProgress += delta;
|
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if (m_CurrDetailProgress >= m_DestDetailProgress)
|
||||
{
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m_CurrDetailProgress = m_DestDetailProgress;
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End();
|
||||
}
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||||
}
|
||||
}
|
||||
|
||||
internal float GetCurrAnimationDuration(int dataIndex = -1)
|
||||
{
|
||||
if (dataIndex >= 0)
|
||||
{
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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;
|
||||
}
|
||||
|
||||
internal float CheckItemProgress(int dataIndex, float barHig, ref bool isEnd)
|
||||
{
|
||||
isEnd = false;
|
||||
var initHig = m_FadeOut ? barHig : 0;
|
||||
var destHig = m_FadeOut ? 0 : barHig;
|
||||
var currHig = GetDataCurrProgress(dataIndex, initHig, destHig, ref isEnd);
|
||||
if (isEnd || IsFinish())
|
||||
{
|
||||
return m_FadeOuted ? 0 : barHig;
|
||||
}
|
||||
else if (IsInDelay() || IsInIndexDelay(dataIndex))
|
||||
{
|
||||
return m_FadeOut ? barHig : 0;
|
||||
}
|
||||
else if (m_IsPause)
|
||||
{
|
||||
return currHig;
|
||||
}
|
||||
else
|
||||
{
|
||||
var duration = GetCurrAnimationDuration(dataIndex);
|
||||
var delta = barHig / duration * Time.deltaTime;
|
||||
currHig = currHig + (m_FadeOut ? -delta : delta);
|
||||
if (m_FadeOut)
|
||||
{
|
||||
if ((initHig > 0 && currHig <= 0) || (initHig < 0 && currHig >= 0))
|
||||
{
|
||||
currHig = 0;
|
||||
isEnd = true;
|
||||
}
|
||||
}
|
||||
else if (Mathf.Abs(currHig) >= Mathf.Abs(barHig))
|
||||
{
|
||||
currHig = barHig;
|
||||
isEnd = true;
|
||||
}
|
||||
SetDataCurrProgress(dataIndex, currHig);
|
||||
return currHig;
|
||||
}
|
||||
}
|
||||
|
||||
internal 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()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
return m_DestDetailProgress;
|
||||
#endif
|
||||
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 GetUpdateAnimationDuration()
|
||||
{
|
||||
if (m_Enable && m_DataChangeEnable && IsFinish())
|
||||
return m_DataChangeDuration;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
public bool HasFadeOut()
|
||||
{
|
||||
return enable && m_FadeOuted && m_IsEnd;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user