增加AnimationcustomFadeInDelay等自定义数据项延时和时长回调函数

This commit is contained in:
monitor1394
2020-06-09 06:57:37 +08:00
parent 63fb591b46
commit c77d13f5db
7 changed files with 181 additions and 42 deletions

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@@ -1,6 +1,7 @@
# 更新日志
* (2020.06.07) 增加`Animation``customFadeInDelay`等自定义数据项延时和时长回调函数
* (2020.06.07) 优化`PieChart`在数据全为`0`时的显示为等份的效果
* (2020.06.04) 增加`SerieLabel``autoOffset`参数设置是否自动判断上下偏移
* (2020.06.04) 增加`Tooltip``alwayShow`参数设置触发后一直显示

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@@ -686,9 +686,10 @@
* `enable`:是否开启动画系统。
* ~~`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。~~
* `fadeInDelay`:设定的渐入动画延时,单位毫秒。
* `fadeInDuration`:设定的渐入动画时长,单位毫秒。
* `fadeOutDuration`:设定的渐出动画时,单位毫秒。
* `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`
* `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`
* `fadeOutDelay`:设定的渐出动画时,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`
* `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`
* `dataChangeEnable`:是否开启数据变更动画。
* `dataChangeDuration`:数据变更动画时长,单位毫秒。

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@@ -30,6 +30,7 @@ namespace XCharts
SerializedProperty m_FadeInDelay = prop.FindPropertyRelative("m_FadeInDelay");
SerializedProperty m_Threshold = prop.FindPropertyRelative("m_Threshold");
SerializedProperty m_ActualDuration = prop.FindPropertyRelative("m_ActualDuration");
SerializedProperty m_FadeOutDelay = prop.FindPropertyRelative("m_FadeOutDelay");
// SerializedProperty m_CurrDetailProgress = prop.FindPropertyRelative("m_CurrDetailProgress");
// SerializedProperty m_DestDetailProgress = prop.FindPropertyRelative("m_DestDetailProgress");
@@ -40,15 +41,18 @@ namespace XCharts
++EditorGUI.indentLevel;
//EditorGUI.PropertyField(drawRect, m_Easting);
//drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
EditorGUI.PropertyField(drawRect, m_Threshold);
if (m_Threshold.intValue < 0) m_Threshold.intValue = 0;
drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
// EditorGUI.PropertyField(drawRect, m_Threshold);
// if (m_Threshold.intValue < 0) m_Threshold.intValue = 0;
// drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
EditorGUI.PropertyField(drawRect, m_FadeInDelay);
if (m_FadeInDelay.floatValue < 0) m_FadeInDelay.floatValue = 0;
drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
EditorGUI.PropertyField(drawRect, m_FadeInDuration);
if (m_FadeInDuration.floatValue < 0) m_FadeInDuration.floatValue = 0;
drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
EditorGUI.PropertyField(drawRect, m_FadeOutDelay);
if (m_FadeOutDelay.floatValue < 0) m_FadeOutDelay.floatValue = 0;
drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
EditorGUI.PropertyField(drawRect, m_FadeOutDuration);
if (m_FadeOutDuration.floatValue < 0) m_FadeOutDuration.floatValue = 0;
drawRect.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;

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@@ -0,0 +1,43 @@
/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using UnityEngine;
namespace XCharts.Examples
{
[DisallowMultipleComponent]
[ExecuteInEditMode]
public class Example03_ChartAnimation : MonoBehaviour
{
BaseChart chart;
void Awake()
{
chart = gameObject.GetComponent<BaseChart>();
if (chart == null)
{
chart = gameObject.AddComponent<BarChart>();
}
var serie = chart.series.GetSerie(0);
serie.animation.enable = true;
//自定义每个数据项的渐入延时
serie.animation.customFadeInDelay = CustomFadeInDelay;
//自定义每个数据项的渐入时长
serie.animation.customFadeInDuration = CustomFadeInDuration;
}
float CustomFadeInDelay(int dataIndex)
{
return dataIndex * 1000;
}
float CustomFadeInDuration(int dataIndex)
{
return dataIndex * 1000 + 1000;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6258ca3b055714eac92804f501011b53
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,5 +1,4 @@
using System.Threading;
/******************************************/
/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
@@ -8,9 +7,13 @@
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。
@@ -28,9 +31,26 @@ namespace XCharts
[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;
[SerializeField] private float m_ActualDuration;
/// <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.
@@ -44,12 +64,12 @@ namespace XCharts
//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)。
/// 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)。
/// 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>
@@ -64,9 +84,13 @@ namespace XCharts
public int threshold { get { return m_Threshold; } set { m_Threshold = value; } }
/// <summary>
/// The milliseconds delay before updating the first animation.
/// 动画延时(毫秒)。
/// 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 delay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
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; } }
/// <summary>
/// 是否开启数据变更动画。
/// </summary>
@@ -77,7 +101,8 @@ namespace XCharts
/// </summary>
public float dataChangeDuration { get { return m_DataChangeDuration; } set { m_DataChangeDuration = value < 0 ? 0 : value; } }
private Dictionary<int, float> m_DataAnimationState = new Dictionary<int, float>();
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;
@@ -112,7 +137,8 @@ namespace XCharts
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_DataAnimationState.Clear();
m_DataCurrProgress.Clear();
m_DataDestProgress.Clear();
}
public void Restart()
@@ -139,7 +165,8 @@ namespace XCharts
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_DataAnimationState.Clear();
m_DataCurrProgress.Clear();
m_DataDestProgress.Clear();
}
public void Pause()
@@ -161,7 +188,7 @@ namespace XCharts
private void End()
{
if (m_IsEnd) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
m_CurrDataProgress = m_DestDataProgress + (m_FadeOut ? -1 : 1);
m_FadeIn = false;
m_IsEnd = true;
@@ -181,7 +208,7 @@ namespace XCharts
m_IsPause = false;
m_FadeOut = false;
m_FadeOuted = false;
m_DataAnimationState.Clear();
m_DataCurrProgress.Clear();
}
public void InitProgress(int data, float curr, float dest)
@@ -209,32 +236,73 @@ namespace XCharts
m_CurrDataProgress = dataIndex + (m_FadeOut ? -1 : 1);
}
private void SetDataState(int index, float state)
private void SetDataCurrProgress(int index, float state)
{
m_DataAnimationState[index] = state;
m_DataCurrProgress[index] = state;
}
private float GetDataState(int index, float dest)
private float GetDataCurrProgress(int index, float initValue, float destValue)
{
if (IsInDelay()) return dest;
if (!m_DataAnimationState.ContainsKey(index))
if (IsInDelay()) return initValue;
if (!m_DataCurrProgress.ContainsKey(index))
{
m_DataAnimationState.Add(index, dest);
m_DataCurrProgress.Add(index, initValue);
m_DataDestProgress.Add(index, destValue);
}
return m_DataAnimationState[index];
return m_DataCurrProgress[index];
}
public bool IsFinish()
public bool IsFinish(int dataCount = -1)
{
#if UNITY_EDITOR
if (!Application.isPlaying) return true;
#endif
if (dataCount > 0 && (!IsAllOutDelay(dataCount) || !IsAllDataFinishProgress(dataCount))) return false;
return !m_Enable || m_IsEnd || (m_CurrDataProgress > m_DestDataProgress && m_CurrDetailProgress > m_DestDetailProgress);
}
public bool IsInDelay()
{
return (delay > 0 && Time.time - startTime < delay / 1000);
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;
}
public bool CheckDetailBreak(float detail)
@@ -262,7 +330,7 @@ namespace XCharts
if (IsFinish()) return;
if (!m_IsInit || m_IsPause || m_IsEnd) return;
if (IsInDelay()) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - fadeInDelay;
var duration = GetCurrAnimationDuration();
var delta = total / duration * Time.deltaTime;
if (m_FadeOut)
@@ -285,43 +353,54 @@ namespace XCharts
}
}
internal float GetCurrAnimationDuration()
internal float GetCurrAnimationDuration(int dataIndex = -1)
{
if (m_FadeOut) return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1;
else return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 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;
}
internal float CheckBarProgress(int dataIndex, float barHig)
internal float CheckBarProgress(int dataIndex, float barHig, int dataCount)
{
//if (!m_IsInit) return barHig;
var destHig = m_FadeOut ? barHig : 0;
if (IsInDelay() || IsFinish() || m_IsEnd)
var initHig = m_FadeOut ? barHig : 0;
var destHig = m_FadeOut ? 0 : barHig;
if (IsFinish() || m_IsEnd)
{
return m_FadeOuted ? 0 : barHig;
}
else if (IsInDelay() || IsInDataDelay(dataIndex))
{
return m_FadeOut ? barHig : 0;
}
else if (m_IsPause)
{
return GetDataState(dataIndex, destHig);
return GetDataCurrProgress(dataIndex, initHig, destHig);
}
else
{
var duration = GetCurrAnimationDuration();
var duration = GetCurrAnimationDuration(dataIndex);
var delta = barHig / duration * Time.deltaTime;
var currHig = GetDataState(dataIndex, destHig) + (m_FadeOut ? -delta : delta);
SetDataState(dataIndex, currHig);
var currHig = GetDataCurrProgress(dataIndex, initHig, destHig) + (m_FadeOut ? -delta : delta);
if (m_FadeOut)
{
if ((destHig > 0 && currHig <= 0) || (destHig < 0 && currHig >= 0))
if ((initHig > 0 && currHig <= 0) || (initHig < 0 && currHig >= 0))
{
End();
currHig = 0;
}
}
else if (Mathf.Abs(currHig) >= Mathf.Abs(barHig))
{
End();
currHig = barHig;
}
SetDataCurrProgress(dataIndex, currHig);
if (IsAllOutDelay(dataCount) && IsAllDataFinishProgress(dataCount))
{
End();
}
return currHig;
}
}

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@@ -147,7 +147,7 @@ namespace XCharts
private float CheckAnimation(Serie serie, int dataIndex, float barHig)
{
float currHig = serie.animation.CheckBarProgress(dataIndex, barHig);
float currHig = serie.animation.CheckBarProgress(dataIndex, barHig,serie.dataCount);
if (!serie.animation.IsFinish())
{
RefreshChart();