Files
XCharts/Runtime/Component/Sub/SerieAnimation.cs
2020-03-08 10:47:48 +08:00

396 lines
13 KiB
C#

using System.Threading;
/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// the animation of serie.
/// 动画表现。
/// </summary>
[System.Serializable]
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 bool m_DataChangeEnable = true;
[SerializeField] private float m_DataChangeDuration = 500;
[SerializeField] private float m_ActualDuration;
/// <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)。
/// </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)。
/// </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>
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.
/// 动画延时(毫秒)。
/// </summary>
public float delay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
/// <summary>
/// 是否开启数据变更动画。
/// </summary>
public bool dataChangeEnable { get { return m_DataChangeEnable; } set { m_DataChangeEnable = value; } }
/// <summary>
/// The milliseconds duration of the data change animation.
/// 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; } }
private Dictionary<int, float> m_DataAnimationState = 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;
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_DataAnimationState.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_DataAnimationState.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) - delay;
m_CurrDataProgress = m_DestDataProgress + (m_FadeOut ? -1 : 1);
m_FadeIn = false;
m_IsEnd = true;
m_IsInit = false;
if (m_FadeOut)
{
m_FadeOut = false;
m_FadeOuted = true;
}
}
public void Reset()
{
m_FadeIn = false;
m_IsEnd = true;
m_IsInit = false;
m_IsPause = false;
m_FadeOut = false;
m_FadeOuted = false;
m_DataAnimationState.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 SetDataState(int index, float state)
{
m_DataAnimationState[index] = state;
}
private float GetDataState(int index, float dest)
{
if (IsInDelay()) return dest;
if (!m_DataAnimationState.ContainsKey(index))
{
m_DataAnimationState.Add(index, dest);
}
return m_DataAnimationState[index];
}
public bool IsFinish()
{
#if UNITY_EDITOR
if (!Application.isPlaying) return true;
#endif
return !enable || m_IsEnd || (m_CurrDataProgress > m_DestDataProgress && m_CurrDetailProgress > m_DestDetailProgress);
}
public bool IsInDelay()
{
return (delay > 0 && Time.time - startTime < delay / 1000);
}
public bool CheckDetailBreak(float detail)
{
return !IsFinish() && detail > m_CurrDetailProgress;
}
public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
{
if (IsFinish()) return false;
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;
}
internal void CheckProgress(float total)
{
if (IsFinish()) return;
if (!m_IsInit || m_IsPause || m_IsEnd) return;
if (IsInDelay()) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
var duration = GetCurrAnimationDuration();
var delta = 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();
}
}
}
internal float GetCurrAnimationDuration()
{
if (m_FadeOut) return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1;
else return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1;
}
internal float CheckBarProgress(int dataIndex, float barHig)
{
//if (!m_IsInit) return barHig;
var destHig = m_FadeOut ? barHig : 0;
if (IsInDelay() || IsFinish() || m_IsEnd)
{
return m_FadeOuted ? 0 : barHig;
}
else if (m_IsPause)
{
return GetDataState(dataIndex, destHig);
}
else
{
var duration = GetCurrAnimationDuration();
var delta = barHig / duration * Time.deltaTime;
var currHig = GetDataState(dataIndex, destHig) + (m_FadeOut ? -delta : delta);
SetDataState(dataIndex, currHig);
if (m_FadeOut)
{
if (currHig <= 0)
{
End();
currHig = 0;
}
}
else if (Mathf.Abs(currHig) >= Mathf.Abs(barHig))
{
End();
currHig = barHig;
}
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()
{
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;
}
public float GetUpdateAnimationDuration()
{
if (m_Enable && m_DataChangeEnable && IsFinish()) return m_DataChangeDuration;
else return 0;
}
public bool HasFadeOut()
{
return enable && m_FadeOuted && m_IsEnd;
}
}
}