为 ngui TweenPosition 添加 pingpongone


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//----------------------------------------------
//            NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
 
using  UnityEngine;
using  System.Collections;
using  System.Collections.Generic;
 
/// <summary>
/// Base class for all tweening operations.
/// </summary>
 
public  abstract  class  UITweener : MonoBehaviour
{
     /// <summary>
     /// Current tween that triggered the callback function.
     /// </summary>
 
     static  public  UITweener current;
 
     public  enum  Method
     {
         Linear,
         EaseIn,
         EaseOut,
         EaseInOut,
         BounceIn,
         BounceOut,
     }
 
     public  enum  Style
     {
         Once,
         Loop,
         PingPong,
         PingPongOne   // by tin
     }
 
     /// <summary>
     /// Tweening method used.
     /// </summary>
 
     [HideInInspector]
     public  Method method = Method.Linear;
 
     /// <summary>
     /// Does it play once? Does it loop?
     /// </summary>
 
     [HideInInspector]
     public  Style style = Style.Once;
 
     /// <summary>
     /// Optional curve to apply to the tween's time factor value.
     /// </summary>
 
     [HideInInspector]
     public  AnimationCurve animationCurve =  new  AnimationCurve( new  Keyframe(0f, 0f, 0f, 1f),  new  Keyframe(1f, 1f, 1f, 0f));
 
     /// <summary>
     /// Whether the tween will ignore the timescale, making it work while the game is paused.
     /// </summary>
     
     [HideInInspector]
     public  bool  ignoreTimeScale =  true ;
 
     /// <summary>
     /// How long will the tweener wait before starting the tween?
     /// </summary>
 
     [HideInInspector]
     public  float  delay = 0f;
 
     /// <summary>
     /// How long is the duration of the tween?
     /// </summary>
 
     [HideInInspector]
     public  float  duration = 1f;
 
     /// <summary>
     /// Whether the tweener will use steeper curves for ease in / out style interpolation.
     /// </summary>
 
     [HideInInspector]
     public  bool  steeperCurves =  false ;
 
     /// <summary>
     /// Used by buttons and tween sequences. Group of '0' means not in a sequence.
     /// </summary>
 
     [HideInInspector]
     public  int  tweenGroup = 0;
 
     /// <summary>
     /// Event delegates called when the animation finishes.
     /// </summary>
 
     [HideInInspector]
     public  List<EventDelegate> onFinished =  new  List<EventDelegate>();
 
     // Deprecated functionality, kept for backwards compatibility
     [HideInInspector]  public  GameObject eventReceiver;
     [HideInInspector]  public  string  callWhenFinished;
 
     bool  mStarted =  false ;
     float  mStartTime = 0f;
     float  mDuration = 0f;
     float  mAmountPerDelta = 1000f;
     float  mFactor = 0f;
 
     /// <summary>
     /// Amount advanced per delta time.
     /// </summary>
 
     public  float  amountPerDelta
     {
         get
         {
             if  (mDuration != duration)
             {
                 mDuration = duration;
                 mAmountPerDelta = Mathf.Abs((duration > 0f) ? 1f / duration : 1000f) * Mathf.Sign(mAmountPerDelta);
             }
             return  mAmountPerDelta;
         }
     }
 
     /// <summary>
     /// Tween factor, 0-1 range.
     /// </summary>
 
     public  float  tweenFactor {  get  return  mFactor; }  set  { mFactor = Mathf.Clamp01(value); } }
 
     /// <summary>
     /// Direction that the tween is currently playing in.
     /// </summary>
 
     public  AnimationOrTween.Direction direction {  get  return  amountPerDelta < 0f ? AnimationOrTween.Direction.Reverse : AnimationOrTween.Direction.Forward; } }
 
     /// <summary>
     /// This function is called by Unity when you add a component. Automatically set the starting values for convenience.
     /// </summary>
 
     void  Reset ()
     {
         if  (!mStarted)
         {
             SetStartToCurrentValue();
             SetEndToCurrentValue();
         }
     }
 
     /// <summary>
     /// Update as soon as it's started so that there is no delay.
     /// </summary>
 
     protected  virtual  void  Start () { Update(); }
 
     /// <summary>
     /// Update the tweening factor and call the virtual update function.
     /// </summary>
  
 
     void  Update ()
     {
         float  delta = ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime;
         float  time = ignoreTimeScale ? RealTime.time : Time.time;
 
         if  (!mStarted)
         {
             mStarted =  true ;
             mStartTime = time + delay;
         }
 
         if  (time < mStartTime)  return ;
 
         // Advance the sampling factor
         mFactor += amountPerDelta * delta;
 
         // Loop style simply resets the play factor after it exceeds 1.
         if  (style == Style.Loop)
         {
             if  (mFactor > 1f)
             {
                 mFactor -= Mathf.Floor(mFactor);
             }
         }
         else  if  (style == Style.PingPong)
         {
             // Ping-pong style reverses the direction
             if  (mFactor > 1f)
             {
                 mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
                 mAmountPerDelta = -mAmountPerDelta;
             }
             else  if  (mFactor < 0f)
             {
                 mFactor = -mFactor;
                 mFactor -= Mathf.Floor(mFactor);
                 mAmountPerDelta = -mAmountPerDelta;
             }
         } else  if  (style == Style.PingPongOne)   //  by  tin
         {
             // Ping-pong style reverses the direction
             if  (mFactor > 1f)
             {
                 mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
                 mAmountPerDelta = -mAmountPerDelta;
  
             }
             else  if  (mFactor < 0f)
             {
                 mFactor = -mFactor;
                 mFactor -= Mathf.Floor(mFactor);
                 mAmountPerDelta = -mAmountPerDelta;
              
                 enabled =  false ;
                 if  (onFinished !=  null )
                 {
                     mTemp = onFinished;
                     onFinished =  new  List<EventDelegate>();
                     
                     // Notify the listener delegates
                     EventDelegate.Execute(mTemp);
                     
                     // Re-add the previous persistent delegates
                     for  ( int  i = 0; i < mTemp.Count; ++i)
                     {
                         EventDelegate ed = mTemp[i];
                         if  (ed !=  null  && !ed.oneShot) EventDelegate.Add(onFinished, ed, ed.oneShot);
                     }
                     mTemp =  null ;
                 }
  
             }
 
 
 
 
         }
 
         // If the factor goes out of range and this is a one-time tweening operation, disable the script
         if  ((style == Style.Once) && (duration == 0f || mFactor > 1f || mFactor < 0f))
         {
             mFactor = Mathf.Clamp01(mFactor);
             Sample(mFactor,  true );
             enabled =  false ;
 
             if  (current ==  null )
             {
                 UITweener before = current;
                 current =  this ;
 
                 if  (onFinished !=  null )
                 {
                     mTemp = onFinished;
                     onFinished =  new  List<EventDelegate>();
 
                     // Notify the listener delegates
                     EventDelegate.Execute(mTemp);
 
                     // Re-add the previous persistent delegates
                     for  ( int  i = 0; i < mTemp.Count; ++i)
                     {
                         EventDelegate ed = mTemp[i];
                         if  (ed !=  null  && !ed.oneShot) EventDelegate.Add(onFinished, ed, ed.oneShot);
                     }
                     mTemp =  null ;
                 }
 
                 // Deprecated legacy functionality support
                 if  (eventReceiver !=  null  && ! string .IsNullOrEmpty(callWhenFinished))
                     eventReceiver.SendMessage(callWhenFinished,  this , SendMessageOptions.DontRequireReceiver);
 
                 current = before;
             }
         }
         else  Sample(mFactor,  false );
     }
 
     List<EventDelegate> mTemp =  null ;
 
     /// <summary>
     /// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
     /// </summary>
 
     public  void  SetOnFinished (EventDelegate.Callback del) { EventDelegate.Set(onFinished, del); }
 
     /// <summary>
     /// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
     /// </summary>
 
     public  void  SetOnFinished (EventDelegate del) { EventDelegate.Set(onFinished, del); }
 
     /// <summary>
     /// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
     /// </summary>
 
     public  void  AddOnFinished (EventDelegate.Callback del) { EventDelegate.Add(onFinished, del); }
 
     /// <summary>
     /// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
     /// </summary>
 
     public  void  AddOnFinished (EventDelegate del) { EventDelegate.Add(onFinished, del); }
 
     /// <summary>
     /// Remove an OnFinished delegate. Will work even while iterating through the list when the tweener has finished its operation.
     /// </summary>
 
     public  void  RemoveOnFinished (EventDelegate del)
     {
         if  (onFinished !=  null ) onFinished.Remove(del);
         if  (mTemp !=  null ) mTemp.Remove(del);
     }
 
     /// <summary>
     /// Mark as not started when finished to enable delay on next play.
     /// </summary>
 
     void  OnDisable () { mStarted =  false ; }
 
     /// <summary>
     /// Sample the tween at the specified factor.
     /// </summary>
 
     public  void  Sample ( float  factor,  bool  isFinished)
     {
         // Calculate the sampling value
         float  val = Mathf.Clamp01(factor);
 
         if  (method == Method.EaseIn)
         {
             val = 1f - Mathf.Sin(0.5f * Mathf.PI * (1f - val));
             if  (steeperCurves) val *= val;
         }
         else  if  (method == Method.EaseOut)
         {
             val = Mathf.Sin(0.5f * Mathf.PI * val);
 
             if  (steeperCurves)
             {
                 val = 1f - val;
                 val = 1f - val * val;
             }
         }
         else  if  (method == Method.EaseInOut)
         {
             const  float  pi2 = Mathf.PI * 2f;
             val = val - Mathf.Sin(val * pi2) / pi2;
 
             if  (steeperCurves)
             {
                 val = val * 2f - 1f;
                 float  sign = Mathf.Sign(val);
                 val = 1f - Mathf.Abs(val);
                 val = 1f - val * val;
                 val = sign * val * 0.5f + 0.5f;
             }
         }
         else  if  (method == Method.BounceIn)
         {
             val = BounceLogic(val);
         }
         else  if  (method == Method.BounceOut)
         {
             val = 1f - BounceLogic(1f - val);
         }
 
         // Call the virtual update
         OnUpdate((animationCurve !=  null ) ? animationCurve.Evaluate(val) : val, isFinished);
     }
 
     /// <summary>
     /// Main Bounce logic to simplify the Sample function
     /// </summary>
     
     float  BounceLogic ( float  val)
     {
         if  (val < 0.363636f)  // 0.363636 = (1/ 2.75)
         {
             val = 7.5685f * val * val;
         }
         else  if  (val < 0.727272f)  // 0.727272 = (2 / 2.75)
         {
             val = 7.5625f * (val -= 0.545454f) * val + 0.75f;  // 0.545454f = (1.5 / 2.75)
         }
         else  if  (val < 0.909090f)  // 0.909090 = (2.5 / 2.75)
         {
             val = 7.5625f * (val -= 0.818181f) * val + 0.9375f;  // 0.818181 = (2.25 / 2.75)
         }
         else
         {
             val = 7.5625f * (val -= 0.9545454f) * val + 0.984375f;  // 0.9545454 = (2.625 / 2.75)
         }
         return  val;
     }
 
     /// <summary>
     /// Play the tween.
     /// </summary>
 
     [System.Obsolete( "Use PlayForward() instead" )]
     public  void  Play () { Play( true ); }
 
     /// <summary>
     /// Play the tween forward.
     /// </summary>
 
     public  void  PlayForward () { Play( true ); }
 
     /// <summary>
     /// Play the tween in reverse.
     /// </summary>
     
     public  void  PlayReverse () { Play( false ); }
 
     /// <summary>
     /// Manually activate the tweening process, reversing it if necessary.
     /// </summary>
 
     public  void  Play ( bool  forward)
     {
         mAmountPerDelta = Mathf.Abs(amountPerDelta);
         if  (!forward) mAmountPerDelta = -mAmountPerDelta;
         enabled =  true ;
         Update();
     }
 
     /// <summary>
     /// Manually reset the tweener's state to the beginning.
     /// If the tween is playing forward, this means the tween's start.
     /// If the tween is playing in reverse, this means the tween's end.
     /// </summary>
 
     public  void  ResetToBeginning ()
     {
         mStarted =  false ;
         mFactor = (amountPerDelta < 0f) ? 1f : 0f;
         Sample(mFactor,  false );
     }
 
     /// <summary>
     /// Manually start the tweening process, reversing its direction.
     /// </summary>
 
     public  void  Toggle ()
     {
         if  (mFactor > 0f)
         {
             mAmountPerDelta = -amountPerDelta;
         }
         else
         {
             mAmountPerDelta = Mathf.Abs(amountPerDelta);
         }
         enabled =  true ;
     }
 
     /// <summary>
     /// Actual tweening logic should go here.
     /// </summary>
 
     abstract  protected  void  OnUpdate ( float  factor,  bool  isFinished);
 
     /// <summary>
     /// Starts the tweening operation.
     /// </summary>
 
     static  public  T Begin<T> (GameObject go,  float  duration)  where  T : UITweener
     {
         T comp = go.GetComponent<T>();
#if UNITY_FLASH
         if  (( object )comp ==  null ) comp = (T)go.AddComponent<T>();
#else
         // Find the tween with an unset group ID (group ID of 0).
         if  (comp !=  null  && comp.tweenGroup != 0)
         {
             comp =  null ;
             T[] comps = go.GetComponents<T>();
             for  ( int  i = 0, imax = comps.Length; i < imax; ++i)
             {
                 comp = comps[i];
                 if  (comp !=  null  && comp.tweenGroup == 0)  break ;
                 comp =  null ;
             }
         }
 
         if  (comp ==  null )
         {
             comp = go.AddComponent<T>();
 
             if  (comp ==  null )
             {
                 Debug.LogError( "Unable to add "  typeof (T) +  " to "  + NGUITools.GetHierarchy(go), go);
                 return  null ;
             }
         }
#endif
         comp.mStarted =  false ;
         comp.duration = duration;
         comp.mFactor = 0f;
         comp.mAmountPerDelta = Mathf.Abs(comp.amountPerDelta);
         comp.style = Style.Once;
         comp.animationCurve =  new  AnimationCurve( new  Keyframe(0f, 0f, 0f, 1f),  new  Keyframe(1f, 1f, 1f, 0f));
         comp.eventReceiver =  null ;
         comp.callWhenFinished =  null ;
         comp.enabled =  true ;
         return  comp;
     }
 
     /// <summary>
     /// Set the 'from' value to the current one.
     /// </summary>
 
     public  virtual  void  SetStartToCurrentValue () { }
 
     /// <summary>
     /// Set the 'to' value to the current one.
     /// </summary>
 
     public  virtual  void  SetEndToCurrentValue () { }
}
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