C#动画效果

动画源码:

  /// <summary>
  /// 线性动画函数
  /// </summary>
  public static class TweenHelper
  {
    /// <summary>
    ///  匀速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double linear(double origin, double journey, double usedTime, double animationTime)
    {
      return journey * usedTime / animationTime + origin;
    }

    /// <summary>
    ///  加速曲线
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeIn(double origin, double journey, double usedTime, double animationTime)
    {
      return journey * (usedTime /= animationTime) * usedTime + origin;
    }

    /// <summary>
    ///  减速曲线
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeOut(double origin, double journey, double usedTime, double animationTime)
    {
      return -journey * (usedTime /= animationTime) * (usedTime - 2) + origin;
    }

    /// <summary>
    ///  加速减速曲线
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeBoth(double origin, double journey, double usedTime, double animationTime)
    {
      if ((usedTime /= animationTime / 2) < 1)
      {
        return journey / 2 * usedTime * usedTime + origin;
      }
      else
      {
        return -journey / 2 * ((--usedTime) * (usedTime - 2) - 1) + origin;
      }
    }

    /// <summary>
    ///  加加速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeInStrong(double origin, double journey, double usedTime, double animationTime)
    {
      return journey * (usedTime /= animationTime) * usedTime * usedTime * usedTime + origin;
    }

    /// <summary>
    ///  减减速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeOutStrong(double origin, double journey, double usedTime, double animationTime)
    {
      return -journey * ((usedTime = usedTime / animationTime - 1) * usedTime * usedTime * usedTime - 1) + origin;
    }

    /// <summary>
    ///  加加速 减减速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double easeBothStrong(double origin, double journey, double usedTime, double animationTime)
    {
      if ((usedTime /= animationTime / 2) < 1)
      {
        return journey / 2 * usedTime * usedTime * usedTime * usedTime + origin;
      }
      else
      {
        return -journey / 2 * ((usedTime -= 2) * usedTime * usedTime * usedTime - 2) + origin;
      }
    }

    /// <summary>
    /// 回退 加速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <param name="s">回退的距离</param>
    /// <returns></returns>
    public static double backIn(double origin, double journey, double usedTime, double animationTime, double s = 1.70161)
    {
      return journey * (usedTime /= animationTime) * usedTime * ((s + 1) * usedTime - s) + origin;
    }

    /// <summary>
    /// 加速 回退
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <param name="s">回退的距离</param>
    /// <returns></returns>
    public static double backOut(double origin, double journey, double usedTime, double animationTime, double s = 1.10161)
    {
      return journey * ((usedTime = usedTime / animationTime - 1) * usedTime * ((s + 1) * usedTime + s) + 1) + origin;
    }

    /// <summary>
    /// 回退 加速 回退
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <param name="s">回退的距离</param>
    /// <returns></returns>
    public static double backBoth(double origin, double journey, double usedTime, double animationTime, double s = 1.70161)
    {
      if ((usedTime /= animationTime / 2) < 1)
      {
        return journey / 2 * (usedTime * usedTime * (((s *= (1.525)) + 1) * usedTime - s)) + origin;
      }
      else
      {
        return journey / 2 * ((usedTime -= 2) * usedTime * (((s *= (1.525)) + 1) * usedTime + s) + 2) + origin;
      }
    }

    /// <summary>
    /// 弹球减振 加速
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double bounceIn(double origin, double journey, double usedTime, double animationTime)
    {
      return journey - bounceOut(animationTime - usedTime, 0, journey, animationTime) + origin;
    }

    /// <summary>
    /// 加速 弹球减振
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double bounceOut(double origin, double journey, double usedTime, double animationTime)
    {
      if ((usedTime /= animationTime) < (1 / 2.75))
      {
        return journey * (7.5625 * usedTime * usedTime) + origin;
      }
      else if (usedTime < (2 / 2.75))
      {
        return journey * (7.5625 * (usedTime -= (1.5 / 2.75)) * usedTime + 0.75) + origin;
      }
      else if (usedTime < (2.5 / 2.75))
      {
        return journey * (7.5625 * (usedTime -= (2.25 / 2.75)) * usedTime + 0.9375) + origin;
      }
      else
      {
        return journey * (7.5625 * (usedTime -= (2.625 / 2.75)) * usedTime + 0.984375) + origin;
      }
    }


    /// <summary>
    /// 弹球减振 加速 弹球减振
    /// </summary>
    /// <param name="origin">起始值</param>
    /// <param name="journey">总的运动值</param>
    /// <param name="usedTime">已过时间</param>
    /// <param name="animationTime">持续时间</param>
    /// <returns></returns>
    public static double bounceBoth(double origin, double journey, double usedTime, double animationTime)
    {
      if (usedTime < animationTime / 2)
      {
        return bounceIn(usedTime * 2, 0, journey, animationTime) * 0.5 + origin;
      }
      else
      {
        return bounceOut(usedTime * 2 - animationTime, 0, journey, animationTime) * 0.5 + journey * 0.5 + origin;
      }
    }


  }

源码下载地址:C#动画效果

转载于:https://www.cnblogs.com/tlmbem/p/10776840.html

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值