mirror of
https://github.com/XCharts-Team/XCharts.git
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增加Animation的customFadeInDelay等自定义数据项延时和时长回调函数
This commit is contained in:
@@ -1,6 +1,7 @@
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# 更新日志
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* (2020.06.07) 增加`Animation`的`customFadeInDelay`等自定义数据项延时和时长回调函数
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* (2020.06.07) 优化`PieChart`在数据全为`0`时的显示为等份的效果
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* (2020.06.04) 增加`SerieLabel`的`autoOffset`参数设置是否自动判断上下偏移
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* (2020.06.04) 增加`Tooltip`的`alwayShow`参数设置触发后一直显示
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@@ -686,9 +686,10 @@
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* `enable`:是否开启动画系统。
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* ~~`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。~~
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* `fadeInDelay`:设定的渐入动画延时,单位毫秒。
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* `fadeInDuration`:设定的渐入动画时长,单位毫秒。
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* `fadeOutDuration`:设定的渐出动画时长,单位毫秒。
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* `fadeInDelay`:设定的渐入动画延时,单位毫秒。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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* `fadeInDuration`:设定的渐入动画时长,单位毫秒。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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* `fadeOutDelay`:设定的渐出动画延时,单位毫秒。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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* `fadeOutDuration`:设定的渐出动画时长,单位毫秒。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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* `dataChangeEnable`:是否开启数据变更动画。
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* `dataChangeDuration`:数据变更动画时长,单位毫秒。
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@@ -30,6 +30,7 @@ namespace XCharts
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SerializedProperty m_FadeInDelay = prop.FindPropertyRelative("m_FadeInDelay");
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SerializedProperty m_Threshold = prop.FindPropertyRelative("m_Threshold");
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SerializedProperty m_ActualDuration = prop.FindPropertyRelative("m_ActualDuration");
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SerializedProperty m_FadeOutDelay = prop.FindPropertyRelative("m_FadeOutDelay");
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// SerializedProperty m_CurrDetailProgress = prop.FindPropertyRelative("m_CurrDetailProgress");
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// SerializedProperty m_DestDetailProgress = prop.FindPropertyRelative("m_DestDetailProgress");
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@@ -40,15 +41,18 @@ namespace XCharts
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++EditorGUI.indentLevel;
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//EditorGUI.PropertyField(drawRect, m_Easting);
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//drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(drawRect, m_Threshold);
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if (m_Threshold.intValue < 0) m_Threshold.intValue = 0;
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drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// EditorGUI.PropertyField(drawRect, m_Threshold);
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// if (m_Threshold.intValue < 0) m_Threshold.intValue = 0;
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// drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(drawRect, m_FadeInDelay);
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if (m_FadeInDelay.floatValue < 0) m_FadeInDelay.floatValue = 0;
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drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(drawRect, m_FadeInDuration);
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if (m_FadeInDuration.floatValue < 0) m_FadeInDuration.floatValue = 0;
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drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(drawRect, m_FadeOutDelay);
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if (m_FadeOutDelay.floatValue < 0) m_FadeOutDelay.floatValue = 0;
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drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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EditorGUI.PropertyField(drawRect, m_FadeOutDuration);
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if (m_FadeOutDuration.floatValue < 0) m_FadeOutDuration.floatValue = 0;
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drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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43
Assets/XCharts/Examples/Runtime/Example03_ChartAnimation.cs
Normal file
43
Assets/XCharts/Examples/Runtime/Example03_ChartAnimation.cs
Normal file
@@ -0,0 +1,43 @@
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/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/******************************************/
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using UnityEngine;
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namespace XCharts.Examples
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{
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[DisallowMultipleComponent]
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[ExecuteInEditMode]
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public class Example03_ChartAnimation : MonoBehaviour
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{
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BaseChart chart;
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void Awake()
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{
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chart = gameObject.GetComponent<BaseChart>();
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if (chart == null)
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{
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chart = gameObject.AddComponent<BarChart>();
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}
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var serie = chart.series.GetSerie(0);
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serie.animation.enable = true;
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//自定义每个数据项的渐入延时
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serie.animation.customFadeInDelay = CustomFadeInDelay;
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//自定义每个数据项的渐入时长
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serie.animation.customFadeInDuration = CustomFadeInDuration;
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}
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float CustomFadeInDelay(int dataIndex)
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{
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return dataIndex * 1000;
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}
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float CustomFadeInDuration(int dataIndex)
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{
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return dataIndex * 1000 + 1000;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6258ca3b055714eac92804f501011b53
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,5 +1,4 @@
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using System.Threading;
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/******************************************/
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/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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@@ -8,9 +7,13 @@
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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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/// <summary>
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/// the animation of serie.
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/// 动画表现。
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@@ -28,9 +31,26 @@ namespace XCharts
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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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/// <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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/// <summary>
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/// Whether to enable animation.
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@@ -44,12 +64,12 @@ namespace XCharts
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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)。
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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)。
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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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@@ -64,9 +84,13 @@ namespace XCharts
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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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/// 动画延时(毫秒)。
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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 delay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
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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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@@ -77,7 +101,8 @@ namespace XCharts
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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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private Dictionary<int, float> m_DataAnimationState = new Dictionary<int, float>();
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private Dictionary<int, float> m_DataCurrProgress = new Dictionary<int, float>();
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private Dictionary<int, float> m_DataDestProgress = 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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@@ -112,7 +137,8 @@ namespace XCharts
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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_DataAnimationState.Clear();
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m_DataCurrProgress.Clear();
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m_DataDestProgress.Clear();
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}
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public void Restart()
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@@ -139,7 +165,8 @@ namespace XCharts
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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_DataAnimationState.Clear();
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m_DataCurrProgress.Clear();
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m_DataDestProgress.Clear();
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}
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public void Pause()
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@@ -161,7 +188,7 @@ namespace XCharts
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private void End()
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{
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if (m_IsEnd) return;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
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m_CurrDataProgress = m_DestDataProgress + (m_FadeOut ? -1 : 1);
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m_FadeIn = false;
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m_IsEnd = true;
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@@ -181,7 +208,7 @@ namespace XCharts
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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_DataAnimationState.Clear();
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m_DataCurrProgress.Clear();
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}
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public void InitProgress(int data, float curr, float dest)
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@@ -209,32 +236,73 @@ namespace XCharts
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m_CurrDataProgress = dataIndex + (m_FadeOut ? -1 : 1);
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}
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private void SetDataState(int index, float state)
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private void SetDataCurrProgress(int index, float state)
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{
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m_DataAnimationState[index] = state;
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m_DataCurrProgress[index] = state;
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}
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private float GetDataState(int index, float dest)
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private float GetDataCurrProgress(int index, float initValue, float destValue)
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{
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if (IsInDelay()) return dest;
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if (!m_DataAnimationState.ContainsKey(index))
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if (IsInDelay()) return initValue;
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if (!m_DataCurrProgress.ContainsKey(index))
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{
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m_DataAnimationState.Add(index, dest);
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m_DataCurrProgress.Add(index, initValue);
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m_DataDestProgress.Add(index, destValue);
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}
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return m_DataAnimationState[index];
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return m_DataCurrProgress[index];
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}
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public bool IsFinish()
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public bool IsFinish(int dataCount = -1)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) return true;
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#endif
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if (dataCount > 0 && (!IsAllOutDelay(dataCount) || !IsAllDataFinishProgress(dataCount))) return false;
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return !m_Enable || m_IsEnd || (m_CurrDataProgress > m_DestDataProgress && m_CurrDetailProgress > m_DestDetailProgress);
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}
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public bool IsInDelay()
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{
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return (delay > 0 && Time.time - startTime < delay / 1000);
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if (m_FadeOut) return (fadeOutDelay > 0 && Time.time - startTime < fadeOutDelay / 1000);
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return (fadeInDelay > 0 && Time.time - startTime < fadeInDelay / 1000);
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}
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public float GetDataDelay(int dataIndex)
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{
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if (m_FadeOut && customFadeOutDelay != null) return customFadeOutDelay(dataIndex);
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if (m_FadeIn && customFadeInDelay != null) return customFadeInDelay(dataIndex);
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return 0;
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}
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public bool IsInDataDelay(int dataIndex)
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{
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return Time.time - startTime < GetDataDelay(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 < GetDataDelay(i) / 1000) return false;
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}
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return true;
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}
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public bool IsAllDataFinishProgress(int dataCount)
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{
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for (int i = 0; i < dataCount; i++)
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{
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if (m_DataDestProgress.ContainsKey(i) && m_DataCurrProgress.ContainsKey(i))
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{
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if (m_DataCurrProgress[i] != m_DataDestProgress[i]) return false;
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}
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else
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{
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return false;
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}
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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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@@ -262,7 +330,7 @@ namespace XCharts
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if (IsFinish()) return;
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if (!m_IsInit || m_IsPause || m_IsEnd) return;
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if (IsInDelay()) return;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
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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 = total / duration * Time.deltaTime;
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if (m_FadeOut)
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@@ -285,43 +353,54 @@ namespace XCharts
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}
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}
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internal float GetCurrAnimationDuration()
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internal float GetCurrAnimationDuration(int dataIndex = -1)
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{
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if (m_FadeOut) return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1;
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else return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1;
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if (dataIndex >= 0)
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{
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if (m_FadeOut && customFadeOutDuration != null) return customFadeOutDuration(dataIndex) / 1000f;
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if (m_FadeIn && customFadeInDuration != null) return customFadeInDuration(dataIndex) / 1000f;
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}
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if (m_FadeOut) return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1f;
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else return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1f;
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}
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internal float CheckBarProgress(int dataIndex, float barHig)
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internal float CheckBarProgress(int dataIndex, float barHig, int dataCount)
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{
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//if (!m_IsInit) return barHig;
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var destHig = m_FadeOut ? barHig : 0;
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if (IsInDelay() || IsFinish() || m_IsEnd)
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var initHig = m_FadeOut ? barHig : 0;
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var destHig = m_FadeOut ? 0 : barHig;
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if (IsFinish() || m_IsEnd)
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{
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return m_FadeOuted ? 0 : barHig;
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}
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else if (IsInDelay() || IsInDataDelay(dataIndex))
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{
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return m_FadeOut ? barHig : 0;
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}
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else if (m_IsPause)
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{
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return GetDataState(dataIndex, destHig);
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return GetDataCurrProgress(dataIndex, initHig, destHig);
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}
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else
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{
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var duration = GetCurrAnimationDuration();
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var duration = GetCurrAnimationDuration(dataIndex);
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var delta = barHig / duration * Time.deltaTime;
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var currHig = GetDataState(dataIndex, destHig) + (m_FadeOut ? -delta : delta);
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SetDataState(dataIndex, currHig);
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var currHig = GetDataCurrProgress(dataIndex, initHig, destHig) + (m_FadeOut ? -delta : delta);
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if (m_FadeOut)
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{
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if ((destHig > 0 && currHig <= 0) || (destHig < 0 && currHig >= 0))
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if ((initHig > 0 && currHig <= 0) || (initHig < 0 && currHig >= 0))
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{
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End();
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currHig = 0;
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}
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}
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else if (Mathf.Abs(currHig) >= Mathf.Abs(barHig))
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{
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End();
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currHig = barHig;
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}
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SetDataCurrProgress(dataIndex, currHig);
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if (IsAllOutDelay(dataCount) && IsAllDataFinishProgress(dataCount))
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{
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End();
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}
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return currHig;
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}
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}
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@@ -147,7 +147,7 @@ namespace XCharts
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private float CheckAnimation(Serie serie, int dataIndex, float barHig)
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{
|
||||
float currHig = serie.animation.CheckBarProgress(dataIndex, barHig);
|
||||
float currHig = serie.animation.CheckBarProgress(dataIndex, barHig,serie.dataCount);
|
||||
if (!serie.animation.IsFinish())
|
||||
{
|
||||
RefreshChart();
|
||||
|
||||
Reference in New Issue
Block a user