mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-16 21:40:41 +00:00
396 lines
13 KiB
C#
396 lines
13 KiB
C#
using System.Threading;
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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 System.Collections.Generic;
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using UnityEngine;
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namespace XCharts
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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 SerieAnimation : SubComponent
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{
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public enum Easing
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{
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Linear,
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}
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[SerializeField] private bool m_Enable = true;
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[SerializeField] private Easing 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 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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/// 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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/// 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)。
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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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/// </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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/// 动画延时(毫秒)。
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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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/// <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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private Dictionary<int, float> m_DataAnimationState = 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 int m_CurrDataProgress { get; set; }
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private int m_DestDataProgress { get; set; }
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[SerializeField] private float m_CurrDetailProgress;
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[SerializeField] private float m_DestDetailProgress;
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private float m_CurrSymbolProgress;
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public void FadeIn()
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{
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if (m_FadeOut) 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) 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_CurrDataProgress = 1;
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m_DestDataProgress = 1;
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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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}
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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_CurrDataProgress = 0;
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m_DestDataProgress = 0;
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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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}
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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) return;
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m_ActualDuration = (int)((Time.time - startTime) * 1000) - delay;
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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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m_IsInit = false;
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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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}
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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_DataAnimationState.Clear();
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}
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public void InitProgress(int data, float curr, float dest)
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{
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if (m_IsInit || m_IsEnd) return;
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if (curr > dest) return;
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m_IsInit = true;
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m_DestDataProgress = data;
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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 SetDataFinish(int dataIndex)
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{
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if (m_IsEnd) return;
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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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{
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m_DataAnimationState[index] = state;
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}
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private float GetDataState(int index, float dest)
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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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{
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m_DataAnimationState.Add(index, dest);
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}
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return m_DataAnimationState[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) return true;
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#endif
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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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}
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public bool CheckDetailBreak(float detail)
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{
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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 (IsFinish()) return false;
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if (isYAxis) return pos.y > m_CurrDetailProgress;
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else return pos.x > m_CurrDetailProgress;
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}
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public bool NeedAnimation(int dataIndex)
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{
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if (!m_Enable || m_IsEnd) return true;
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if (IsInDelay()) return false;
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if (m_FadeOut) return dataIndex > 0;
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else return dataIndex <= m_CurrDataProgress;
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}
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internal void CheckProgress(float total)
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{
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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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var duration = GetCurrAnimationDuration();
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var delta = total / duration * Time.deltaTime;
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if (m_FadeOut)
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{
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m_CurrDetailProgress -= delta;
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if (m_CurrDetailProgress <= m_DestDetailProgress)
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{
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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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{
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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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}
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internal float GetCurrAnimationDuration()
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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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}
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internal float CheckBarProgress(int dataIndex, float barHig)
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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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{
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return m_FadeOuted ? 0 : barHig;
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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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}
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else
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{
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var duration = GetCurrAnimationDuration();
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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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if (m_FadeOut)
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{
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if ((destHig > 0 && currHig <= 0) || (destHig < 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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return currHig;
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}
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}
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internal void CheckSymbol(float dest)
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{
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if (!enable || m_IsEnd || m_IsPause || !m_IsInit) return;
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if (IsInDelay()) return;
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var duration = GetCurrAnimationDuration();
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var delta = dest / duration * Time.deltaTime;
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if (m_FadeOut)
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{
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m_CurrSymbolProgress -= delta;
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if (m_CurrSymbolProgress < 0) m_CurrSymbolProgress = 0;
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}
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else
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{
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m_CurrSymbolProgress += delta;
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if (m_CurrSymbolProgress > dest) m_CurrSymbolProgress = dest;
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}
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}
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public float GetSysmbolSize(float dest)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) return dest;
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#endif
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if (!enable) return dest;
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if (m_IsEnd) return m_FadeOut ? 0 : dest;
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return m_CurrSymbolProgress;
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}
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public float GetCurrDetail()
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{
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return m_CurrDetailProgress;
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}
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public float GetCurrRate()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) return 1;
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#endif
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if (!enable || m_IsEnd) return 1;
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return m_CurrDetailProgress;
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}
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public int GetCurrIndex()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) return -1;
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#endif
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if (!enable || m_IsEnd) return -1;
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return (int)m_CurrDetailProgress;
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}
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public float GetCurrData()
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{
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return m_CurrDataProgress;
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}
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public float GetUpdateAnimationDuration()
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{
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if (m_Enable && m_DataChangeEnable && IsFinish()) return m_DataChangeDuration;
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else return 0;
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}
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public bool HasFadeOut()
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{
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return enable && m_FadeOuted && m_IsEnd;
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}
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}
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} |