Files
XCharts/Scripts/UI/Internal/Animation.cs
2019-09-26 19:10:56 +08:00

216 lines
6.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// the animation of serie.
/// 动画表现。
/// </summary>
[System.Serializable]
public class Animation
{
public enum Easing
{
Linear,
}
[SerializeField] private bool m_Enable = true;
[SerializeField] private Easing m_Easting;
[SerializeField] private int m_Duration = 1000;
[SerializeField] private int m_Threshold = 2000;
[SerializeField] private int m_Delay = 0;
[SerializeField] private int 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>
/// <value></value>
public Easing easing { get { return m_Easting; } set { m_Easting = value; } }
/// <summary>
/// The milliseconds duration of the first animation.
/// 设定的动画时长(毫秒)。
/// </summary>
/// <value></value>
public int duration { get { return m_Duration; } set { m_Duration = value; } }
/// <summary>
/// The milliseconds actual duration of the first animation.
/// 实际的动画时长(毫秒)。
/// </summary>
/// <value></value>
public int 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>
/// <value></value>
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>
/// <value></value>
public int delay { get { return m_Delay; } set { m_Delay = value; if (m_Delay < 0) m_Delay = 0; } }
private Dictionary<int, float> m_DataAnimationState = new Dictionary<int, float>();
private bool m_IsStart = false;
private bool m_IsEnd = true;
private bool m_Inited = 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 Start()
{
if (m_IsStart) return;
startTime = Time.time;
m_IsStart = true;
m_IsEnd = false;
m_Inited = false;
m_CurrDataProgress = 1;
m_DestDataProgress = 1;
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_DataAnimationState.Clear();
}
public void Stop()
{
m_IsStart = false;
m_IsEnd = true;
m_Inited = false;
m_DataAnimationState.Clear();
}
public void End()
{
if (m_IsEnd) return;
m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
m_CurrDataProgress = m_DestDataProgress + 1;
m_IsEnd = true;
}
public void Reset()
{
Stop();
Start();
}
public void InitProgress(int data, float curr, float dest)
{
if (!m_Inited && !m_IsEnd)
{
m_Inited = true;
m_DestDataProgress = data;
m_CurrDetailProgress = curr;
m_DestDetailProgress = dest;
}
}
public void SetDataFinish(int dataIndex)
{
if (!m_IsEnd)
{
m_CurrDataProgress = dataIndex + 1;
}
}
public void SetDataState(int index, float state)
{
m_DataAnimationState[index] = state;
}
public float GetDataState(int index)
{
if (IsInDelay()) return 0;
if (!m_DataAnimationState.ContainsKey(index))
{
m_DataAnimationState.Add(index, 0);
}
return m_DataAnimationState[index];
}
public bool IsFinish()
{
#if UNITY_EDITOR
if (!Application.isPlaying) return true;
#endif
return !enable || (m_CurrDataProgress > m_DestDataProgress && m_CurrDetailProgress > m_DestDetailProgress);
}
public bool IsInDelay()
{
return (delay > 0 && Time.time - startTime < delay / 1000);
}
public bool CheckDetailBreak(int dataIndex, 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;
return dataIndex <= m_CurrDataProgress;
}
public void CheckProgress(float delta)
{
if (!enable) return;
if (IsInDelay()) return;
if (m_IsEnd) return;
if (m_CurrDetailProgress > m_DestDetailProgress)
{
End();
}
else
{
m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
m_CurrDetailProgress += delta;
}
}
public void CheckSymbol(float delta, float dest)
{
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 || m_IsEnd) return dest;
return m_CurrSymbolProgress;
}
public float GetCurrDetail()
{
return m_CurrDetailProgress;
}
public float GetCurrData()
{
return m_CurrDataProgress;
}
}
}